Create-A-Fellowship

Just a little fun for when you have time to kill

Create-A-Fellowship

Postby [kat] » Thu Feb 06, 2020 3:31 am

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In a world ruled by magic, strength in numbers is important to survival. You never know when a wild dragon might run into your path, or the bush next to you might come alive and give chase. In this world you must stay alert at all times lest you fall into a trap set by a particularly snarky goblin. Also, be careful what prey you eat- the pixies like to set curses on it sometimes. It might make you float, or turn you purple!

The cats of this world are no exception, each with unique elemental powers and strange genetic
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mutations that can cause them to have wings, scales, and more. Despite their advantages over regular cats, the world is becoming harsher, and more difficult to survive in. The Mana Spirits have informed them of the ways of the fellowship, and they have chosen you to lead one.

Can you create the most powerful fellowship of them all?


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PM me or another mod to be invited to the CaF Discord!

Links
Create-A-Clan | Create-A-Tribe
Fanclub | Roleplay Thread

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If you fail to follow these rules, you will receive a warning or ban depending on the offense. After a significant amount of warnings a temporary or permanent ban from Create-a-Fellowship may be considered.

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1. Follow all ChickenSmoothie rules.

2. You must ask Katrione before attempting to make any type of Create-a-Game of your own.
Do not attempt to remake Create-a-Fellowship without specific permission from lyttlekytten.

3. Use proper grammar and punctuation in your posts for easy communication between players and mods.

4. Do not quote your last post unless you are absolutely certain it has been skipped over by a mod.
Quoting is very confusing for mods who are trying to organize replies.

5. Your account must be at least 3 months old with at least 100 forum posts before you can play.

6. Do not mini-mod, we have staff for a reason. However, if someone asks you a question and
you’re certain you know the answer, feel free to help out.

7. Be respectful and kind to all staff and players at all times.

8. If you are found to be double accounting to play this game, CAF staff will report you to CS
staff and you will be permanently banned from CAF.

9. The CAF lines were drawn by Grey_Hoodie. You may not use the designs outside of CAF and you may not use the lines to make OCs. If you want to transfer your cats onto other lines for use outside of the game that's fine, but you may not claim the artwork you receive as your own.

10. The functions of the game are written below. Read through them thoroughly before you start
playing. If you do not follow them, you will first be messaged privately to help you understand how to play.
If you continue to not follow them, it could result in a warning.


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Owner

lyttlekytten | Magic Kingdom

Mods

eagle, | The Huntsmen
sharpiesandhamilton | Die Akademie fur Gefahrten
BlackJeans&IceCream | The Farm Crown

Artists

spasticjazzhands | Escape to Paradise
Kazin | The Cavern of Secrets
deimos | Fellowship


x x x x
Last edited by [kat] on Mon Dec 07, 2020 9:11 am, edited 16 times in total.
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How to Play

Postby [kat] » Thu Feb 06, 2020 3:31 am

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When you start out… you’ll need to create a founding post. A founding post is required to include the name of your fellowship, the territory that they live in, the prey that they eat (customization is optional), and the predators that can be found (customization is optional). Optional things to include are common coat colors, renaming of ranks, and the reputation/personality of your fellowship. When you create this post, a mod will quote your post and reply to you to give you the first member of your fellowship, who will also act as your founder/leader. You may request ONE specific trait for your founder to have, for example: fur length, eye color, pelt color, special trait, etc. If you request more than one, the artist making your founder will choose one trait to include and randomize the rest.

If ever you wish to disband your fellowship and start a new one, you may do so after 5 posts and replies from your mod with your first one. You may then transfer 5 cats from your old fellowship to your new one if you wish to do so, but you will still receive a new founder/leader. Please note that you may only restart 4 times per year.


Ranks… are a little different than in Clans. Some ranks have been renamed to match the lore of this universe. Below is the list of typical ranks in a fellowship.
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Leader
Herbalist (medicine cat)
Herbalist apprentice (medicine cat apprentice)
Mages (warriors)
Apprentices
Queens
Elders


Every fellowship must include these default ranks in order to play the game, however you can rename them however you want. You may also add custom ranks as long as they do not affect gameplay. Since there is no deputy rank, you can either create one yourself or invent a new way for your fellowship to appoint new leaders. You can also decide what naming convention you want to use for your cats, whether that be typical warrior names, DotC names, tribe names, etc.

The rest of the fellowship can be any element, but leaders are aligned with the special Spirit element that is reserved for only them. These powers are given to them when they are appointed leader by the Mana Spirits. What this element does is give them the same increased success rates for their tasks that a different cat would get for one season, but for every season. This means they always have a slightly better time hunting, scouting, raiding, giving birth, etc. Leaders must be at least 25 moons old.


Elements… are the way that magic balances itself within each cat in a fellowship. Every cat is aligned with one element, and the four elements are: nature, fire, air, and water. Depending on what element a cat is, they will have an easier time getting things done successfully in different seasons. Check the seasons list to see which cats thrive in which season.

You can choose the element of any new cats that arrive to your fellowship (unless stated otherwise), and this will determine the type of magical powers they have. You can add on different powers to your cats as long as they do not affect gameplay and are only lore/plot related (meaning you cannot have a cat that is aligned with both nature and fire, etc). Special exceptions may be made for event cats.

Predators are also aligned with one of the four elements. When you send out raid parties, cats that are aligned with the element that is effective against the predator’s element will have an easier time battling that predator. See the chart below to understand which element is effective against which.

Fire is effective against Nature (Nature is weak to Fire)
Nature is effective against Air (Air is weak to Nature)
Air is effective against Water (Water is weak to Air)
Water is effective against Fire (Fire is weak to Water)

Please note that although some cats may have magical properties or body parts (wings, strange powers, etc), these are purely aesthetic or for lore/plot only. The only magic that will affect gameplay are elements (which is why every cat must be aligned to one).


Growing your fellowship… can be done in a few different ways. You can send out patrols, have your leader request new members from the Mana Spirits (the default religious beings, who are much like StarClan), or your fellowship’s chosen ancestors/beings of worship, enter raffles or prompt events, apply for readopts, and ask for a birthday cat. Your leader can request a new member from the Mana Spirits once every other post (once every two moons). When you reach 25 posts, your leader can send these requests once every 3 posts (once every three moons). When you reach 50 posts and onward, your leader can send these requests once every 4 posts (once every four moons). When you receive new cats, you are able to choose their name, gender, age, and element (if applicable).

Patrols… can be organized to accomplish different tasks. You can send out hunting parties, which will go into your territory and try to catch prey to feed your fellowship. You can send out scouting parties, which will check on your borders and have a chance to encounter certain things or events. They can encounter new cats for your fellowship, predators, weather related situations, other random events, or nothing at all.

Finally, you can send out raid parties, which act as a sort of boss battle; these patrols will seek out the threats in the territory and enter fights to clear them out. Raid parties can only consist of adult cats unless an apprentice knows fighting (either normal or magical). Be careful with who you send- if the fight goes badly, your cats could face injury or even death. You don’t have to send out a raid party every post, but the less often you send them out, the more often your scouting and hunting parties will encounter unexpected predators and other threats- plus, you may get some extra loot when your cats defeat a predator, or some of your cats may gain unexpected skills! Sometimes, your raid parties may find nothing at all. You could even send your cats to raid another fellowship… but they probably won’t like it!

Be mindful with how many patrols each cat is going on- if you put one cat on multiple patrols in one post, they will be more likely to sustain injuries or illnesses. However, this does not apply for your first 5 posts in order to give you time to fill your ranks. You may only send out 5 cats maximum per patrol and 5 patrols maximum per post. When you reach 25 cats, each patrol can have a maximum of 6 cats. Also when you reach 25 cats, you may send out one more patrol, and this continues with every 25 cats you gain afterwards (add one patrol at 50 cats, 75 cats, etc).


Prey… is vital to your fellowship’s survival. If you don’t have food, your cats will starve! When making your starting post, make sure to specify the 5-6 types of prey that your fellowship hunts, along with their serving sizes. If you don’t do this, your mod will assign you the default prey table seen below. And don’t be afraid to get creative with your prey types! This is a magical world, so a lot could be possible.

When your fellowship first starts out you’ll have 3 posts to send out hunting parties and stock up on food before you will be required to feed your cats. Once those 3 posts are up, you will have to feed your fellowship 2 servings of prey (which uses that prey up). When you reach 6 cats, that serving size goes up by 1, and every 6 additional cats after that will increase the serving size by 1. Refer to the chart below to see how many servings you’ll need based on how many cats you have.

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Default Prey Table
1-5 cats: 2 servings

Mice - 1 serving
6-12 cats: 3 servings

Shrews - 1 serving
13-18 cats: 4 servings

Fish (all types) - 2 servings
19-24 cats: 5 servings

Birds (all types) - 2 servings
25-30 cats: 6 servings

Rabbits/hares - 3 servings
31-36 cats: 7 servings

37-42 cats: 8 servings
43-48 cats: 9 servings
49-54 cats: 10 servings
...etc.



If you run out of prey for your fellowship, you’ll have 2 posts to restock your food supply before your cats will begin to starve, and your mod will roll for cats in your fellowship to die. To avoid this, it’s a good idea to send out at least 1-2 hunting parties every post.


Herbs… are useful for when your fellowship members are injured or sick. When you find an herbalist for your fellowship, they will bring with them 5 herbs of your choice to start out with. It is your herbalist’s job to collect more herbs and put them to use on their fellows. An herbalist can search for herbs every post. In newleaf they have the chance to find 3-4 herbs, in greenleaf the chance goes to 2-3, in leaf-fall the chance goes to 1-2, and in leafbare the chance stays at 1-2. If your herbalist has an apprentice, each of these odds are increased by 1 (i.e in newleaf the chance goes up to 4-5).

When a fellowship member is inflicted with sickness or an injury, you will need to administer to them the herbs that your mod tells you they need. When you do this, the ailment will go away automatically. Once a fellowship member is inflicted, you will have 2 grace period posts to gather the herbs they need, and you can say that your herbalist searches for those specific herbs to increase your chances of finding them. If after those posts you don’t administer any herbs to that cat, their ailment will start to get worse, and after 1 more post of no herbs they will need more herbs to get better. If you don’t administer any herbs to them after 1 more post, they will be at high risk of dying. (In summary, you have about 4 posts to get them the herbs they need before they have a very high chance of death).


Apprentices… have to go through a certain amount of training before they can become full mages of the fellowship. When a kit reaches 7 moons old you will assign it to a mentor, and the next post after that you can begin its training. An apprentice must have at least 5 successful training sessions before they can be appointed a full mage. Some skills you might consider teaching an apprentice would be hunting, non magical fighting, magical fighting, magic control, stealth, tracking, climbing, swimming, etc. You can also implement specialized skills like flying if the apprentice has wings, etc.

If an apprentice has learned the hunting skill, it can join hunting parties as a fully functional participant (meaning they affect the rolls). If they have learned non magical and/or magical fighting, they can join raid parties as a full member. If they have learned tracking and/or stealth, they can join scouting parties as a full member. Just remember that apprentices are younger and less skilled, and therefore have a higher chance of being injured or even dying.

Once an apprentice is at least 12 moons old and has learned at least 5 skills successfully, they can take their mage assessment. The season during which they take it may affect the outcome, but if they fail it they can always try again next post.


Aging and death… are natural parts of a cat’s life as unfortunately they cannot live forever. Every cat in your fellowship will age up by 1 moon every post. So for example, if you have a cat that is 25 moons old, in your next post they will be 26 moons old.

Because fellowship cats can harness magic, their lifestyle requires much more energy consumption and thus their lifespan is a bit shorter than a normal cat’s. Because of this, fellowship members must turn in to the elder’s den at 110 moons old. You can have cats become elders earlier than that, but 110 moons is the cutoff for every cat. At 150 moons old your mod can start to roll for your elders to die from natural causes. 170 moons is the auto death cutoff for elders.

Deaths in the fellowship can happen in a variety of ways. A queen could experience fatal complications during birth, a deadly disease could take hold, a cat could be injured on patrol, a raid party boss might be too much, etc. To reduce these chances, it is recommended to send healthy adult cats on patrols, and administer kitting herbs to queens when they are due (you can ask to specifically search for these just like herbs for injuries or sickness). If you have cats in your fellowship that you need for plot related reasons and therefore you don’t want them to die, you should mark them with a symbol or underline them and then state in your mod notes that every cat with those markings should be kept alive. Also, you have the ability to kill your own cats whenever you wish, which could be important to your plot.

Mates and kits… are the backbone of any fellowship, helping it to thrive and grow. If you choose to have two cats become mates, you must state it in your action queue. If you want them to try for kits, you must also state this in your action queue when they become mates. However, trying for kits is not required when two cats become mates, and being mates is not required for two cats to try for kits (you can have either one without the other). When you write that two cats try for kits, your mod will roll for whether it was a success and put it in their next reply. If it is a success, the mother will move to the nursery and will be pregnant for 2 more moons (2 posts). Remember that putting a pregnant queen on patrols could put her or her future kits at risk!

After those 2 moons are up, state in your action queue that the mother is kitting, and your mod will give you the litter in their next reply.

Cats from your fellowship may also become mates and/or try for kits with cats from other player’s fellowships. It is up to you to decide whether or not your fellowship approves of those kinds of relationships. If you choose to have two cats from different fellowships try for kits, the owner of the mother is the one who must put it in their action queue. When she gives birth each player can decide how they want to split up the kits (if at all).


Special items and loot… can be found by chance on scouting or hunting parties, but are much more likely to be obtained after a successful raid party. Since this world is a magical one, these items can do pretty much anything, from allowing you to find one additional piece of prey on a hunting party to magically allowing two cats of the same sex to try for kits. The effects of special items will be decided by your mod when given to you. Every special item can only be used once unless stated otherwise by your mod, and after it is used, it will be removed from your inventory (much like prey or herbs).

Allies and enemies… can create interesting dynamics between your fellowship and those of other players. If your fellowship is allied with someone else’s, you have the ability to trade herbs or prey to help each other. If your fellowship is enemies with someone else’s, you can send raid parties to their fellowship and cause several different outcomes depending on what you and the other person agree on. With both ally and enemy events, both users involved must put the event in their action queue with screenshot proof of the agreement (whether that be over Discord, CS pm, the fanclub, or elsewhere). Without that proof, the event/transaction/etc will not occur.

Gatherings… are a good way to have cats from your fellowship interact with cats from other ones. They happen once a month, starting on the second Saturday of that month and running for 1 total week. During this time you can roleplay your cats interacting with other players’, potentially sparking relationships, alliances, or rivalries. You can choose to bring your leader and herbalist along with 5 other cats to a Gathering at a time. Gatherings are roleplayed on the official CAF roleplay thread (to be created at a future date).

Seasons… can have a lot of effects on a fellowship. Each season lasts for one month (starting on the first of each month), and rotate from spring through winter.

Spring: Nature element cats thrive in this season. The cold of winter is fading and the prey is starting to reappear from its dens, meaning that hunting parties will bring back more prey. Births go much more smoothly in spring, which could result in increased kit numbers and less chances of death and complications. Cats from all over are becoming more willing to explore, so you’re more likely to encounter new fellowship members on scouting parties. Predators are starting to emerge from hibernation so raid parties will get slightly more difficult.

Summer: Fire element cats thrive in this season. The air is warm and every creature wants to be out to enjoy the pleasant weather. Hunting parties will bring back more prey and you will still be likely to meet new cats on scouting parties. Predators are confident and well-fed, meaning that raid parties will have the lowest success rate in this season. Because of the heat your cats are more likely to become overexerted if put on multiple patrols, so be careful. Births will continue to go smoothly.

Autumn: Air element cats thrive in this season. It’s starting to get chilly and the amount of prey that hunting parties bring back will start to decrease. Scouting parties will also find less cats on patrols. Predators will start to become focused on getting ready for winter so the difficulty of raid parties will slightly decrease. Births will start to be a little riskier so stock up on plenty of kitting herbs. It will also start to become more likely for your cats to be inflicted with mild illness as it gets colder.

Winter: Water element cats thrive in this season. The weather is very cold and your cats are more likely to fall ill. Creatures are huddled away from the chill and therefore hunting parties will bring back little prey and scouting parties will find few new cats. Most of the predators are hibernating and those that are out are weaker, meaning that raid parties have the highest success rate in this season. Births will have high risks of death or complications.


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This is the format you will use after your starting post to keep track of your fellowship. Replace the word "link" in each X with the image link for the cat. You may code this however you like but it must include all the same details.

Code: Select all
[center][size=200]Your Fellowship's Name[/size]
[size=85][b]Number of Cats:[/b] Number | [b]Next Mana Spirits Visit:[/b] Date | [b]Mod:[/b] Name[/size]

[size=85]Put your action queue here.
*Please link either colored in lineart in the 'X' or put a brief description of the cat
given to you by a mod.*[/size][/center]

[left][list][list][list][list][size=85][b]Leader:[/b]
Name | Age | Gender | [url=link]X[/url]
[color=transparent]xx[/color] ↳ element

[b]Herbalist:[/b]
Name | Age | Gender | [url=link]X[/url]
[color=transparent]xx[/color] ↳ element

[b]Herbalist Apprentice:[/b]
Name | Age | Gender | [url=link]X[/url]
[color=transparent]xx[/color] ↳ element

[b]Mages:[/b]
Name | Age | Gender | [url=link]X[/url]
[color=transparent]xx[/color] ↳ element
Name | Age | Gender | [url=link]X[/url]
[color=transparent]xx[/color] ↳ element

[b]Apprentices:[/b]
Name | Age | Gender | [url=link]X[/url]
[color=transparent]xx[/color] ↳ element
Name | Age | Gender | [url=link]X[/url]
[color=transparent]xx[/color] ↳ element

[b]Queens:[/b]
Name | Age | Gender | [url=link]X[/url]
[color=transparent]xx[/color] ↳ element
Name | Age | Gender | [url=link]X[/url]
[color=transparent]xx[/color] ↳ element

[b]Kits:[/b]
Name | Age | Gender | [url=link]X[/url]
[color=transparent]xx[/color] ↳ element
Name | Age | Gender | [url=link]X[/url]
[color=transparent]xx[/color] ↳ element

[b]Elders:[/b]
Name | Age | Gender | [url=link]X[/url]
[color=transparent]xx[/color] ↳ element
Name | Age | Gender | [url=link]X[/url]
[color=transparent]xx[/color] ↳ element[/list][/list][/list][/list][/size][/left] [right][list][size=85][b]Prey Store:[/b]
Prey | 0 | 0 servings
Prey | 0 | 0 servings
Prey | 0 | 0 servings
Prey | 0 | 0 servings
Prey | 0 | 0 servings
Prey | 0 |  0 servings

[b]Herb Store:[/b]
Herb | 0 | Effects
Herb | 0 | Effects
Herb | 0 | Effects
Herb | 0 | Effects
Herb | 0 | Effects
Herb | 0 | Effects

[b]Loot Store:[/b]
Item | 0 | Use
Item | 0 | Use
Item | 0 | Use
Item | 0 | Use
Item | 0 | Use
Item | 0 | Use

[b]Training:[/b]
Mentor | Apprentice | No. of training sessions | Moves
Mentor | Apprentice | No. of training sessions | Moves

[b]Families:[/b]
Name and Name | Kits
Name and Name | Kits

[b]Deceased:[/b]
Cat Name | Cause of Death
Cat Name | Cause of Death

[b]Borders[/b]
North | Fellowship Name | Username
East | Fellowship Name | Username
South | Fellowship Name | Username
West | Fellowship Name | Username[/size][/list][/right]

x x x x
Last edited by [kat] on Fri Jun 05, 2020 4:49 am, edited 8 times in total.
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List of Fellowships

Postby [kat] » Thu Feb 06, 2020 3:31 am

Last edited by [kat] on Fri Jun 12, 2020 6:11 pm, edited 23 times in total.
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Re: Create-A-Fellowship

Postby [kat] » Thu Feb 06, 2020 6:31 am

create-a-fellowship is now open for posting! please read the rules and guidelines thoroughly before you do <3

please do not post to "mark" this thread. posts on this thread should be starting posts/mod replies/fellowship replies only!
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i𝙋𝘼𝙂𝙄𝙉𝙂 𝙈𝙍. 𝙈𝙊𝙍𝙍𝙊𝙒. 𝙈𝙍. 𝙏𝙊𝙈 𝙈𝙊𝙍𝙍𝙊𝙒.
───────────────────────────────────────

██ Please contact Mr. Johnson in the control tower, ██
──────────────────────────────────────
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✧ 𝙏𝙊 𝘾𝙊𝙉𝙁𝙄𝙍𝙈 𝙔𝙊𝙐𝙍 𝙁𝙇𝙄𝙂𝙃𝙏 𝙏𝙊 𝙏𝙃𝙀 𝙈𝙊𝙊𝙉. ✧
-─────────────────Image──────────────────-








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Crystal Cats-0

Postby Gh0st » Thu Feb 06, 2020 6:43 am

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The Territory-
The Crystal cats live in a cave, this cave is full of crystals and many gemstones.
The cave is massive and has many winding pathways.

The cats in the cave usually eat-
Gemstones (they evolved over time to be able to eat them)
Bats - Same serving as a bird
Mice
Rats - Same serving as Mice

The predators/dangers usually found are-
Giant Rats
Giant Bats
Foxes
Falling stalactites- those ceiling rocks.
Snakes.
Dragons can be found but they are pretty rare
Last edited by Gh0st on Thu Feb 06, 2020 8:06 am, edited 1 time in total.
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Image\ImageImage ImageImage Image will probably redesign this at some point.
I have a TH but idk if i'll link it-
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Re: Create-A-Fellowship

Postby jazz. » Thu Feb 06, 2020 7:51 am

ЄƇƛƤЄ ƬƠ ƤƛƦƛƊƖЄ

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ii✗༄﹏﹏﹏﹏﹏﹏﹏﹏﹏﹏◍¿
x▩▩▩▩▩▩▩▩▩▩▩▩▩▩▩▩









〘 leader 〙➳ lider
〘 herbalist 〙➳ lekarz
〘 herbalist apprentice 〙➳ asystent lekarza
〘 the council 〙➳ rada
〘 mages 〙➳ magicy, a magik
〘 apprentices 〙➳ stażyści, a stażysta
〘 queens 〙➳ matki
〘 kits 〙➳ dzieci, a dziecko
〘 elders 〙➳ starsi, a starszy








x▩▩▩▩▩▩▩▩▩▩▩▩▩▩▩▩
ii✰!﹋﹋﹋﹋﹋﹋﹋﹋﹋﹋〤〄
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x
x
x
x
x
x
x
x
x
x
x
x
x
    the cats of the fellowship reside in a dense pine forest where they keep to the shadows during the day and become much more active at night. to the south is a polluted stream which separates the forest from the long stretch leading up to a laboratory where various kinds of animal testing takes place. the cats that escape their clutches and find recluse underneath the pines seem to each have an element they are connected to along with other strange effects caused by the scientists.
    not only cats escape the lab, however. dogs, foxes, rabbits, and many others (some even rumored to be dragons) easily slip from the cracks and wander through the landscape, usually prone to aggression and manic episodes. these other hostile escapees and the creators themselves are a constant threat giving the fellowship a good excuse to practice their sparing skills along with their magical abilities.
    their typical catches are smaller prey that are naturally forest-born such as sparrows, thrushes, squirrels, mice, voles, and the occasional trout from the nearby stream. they have to be careful and avoid any genetically altered escapees as no one knew the effects of consuming their tainted meat.
    with their need to keep their numbers strong, mateships are arranged between members by a select few cats on the council, the rada. the rada consists of three cats highly respected and chosen by the lider. they decide which cats would work best together and more importantly, which cats would produce the most valuable offspring.
Last edited by jazz. on Thu Feb 06, 2020 10:54 am, edited 1 time in total.
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Obreothia -) founding post

Postby Euthymios » Thu Feb 06, 2020 8:03 am

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𝑇𝘩𝑒 𝑡𝑎𝑙𝑒𝑠 𝑡𝑜𝑙𝑑 𝑜𝑓 𝑎 𝑣𝑎𝑠𝑡 𝑑𝑦𝑛𝑎𝑠𝑡𝑦 𝑡𝑜 𝑡𝘩𝑒 𝑒𝑎𝑠𝑡 𝑤𝑒𝑟𝑒 𝑖𝑛𝑠𝑐𝑟𝑖𝑏𝑒𝑑 𝑖𝑛 𝑡𝘩𝑒𝑖𝑟 𝑣𝑎𝑟𝑖𝑜𝑢𝑠 𝑠𝑐𝑟𝑜𝑙𝑙
𝑠 𝑡𝘩𝑎𝑡 𝑤𝑒𝑟𝑒 𝑠𝑖𝑛𝑐𝑒 𝑓𝑜𝑟𝑔𝑜𝑡𝑡𝑒𝑛 𝑎𝑠 𝑡𝘩𝑒 𝑡𝑒𝑚𝑝𝑙𝑒'𝑠 𝑎𝑛𝑐𝑖𝑒𝑛𝑡 𝑟𝑢𝑖𝑛𝑠 𝑓𝑒𝑙𝑙 𝑖𝑛𝑡𝑜 𝑟𝑢𝑖𝑛 𝑎𝑛𝑑 𝑑𝑖𝑠𝑟𝑒
𝑝𝑎𝑖𝑟. 𝐼𝑡 𝑤𝑎𝑠 𝑎 𝑝𝑜𝑤𝑒𝑟𝑓𝑢𝑙 𝑒𝑚𝑝𝑖𝑟𝑒, 𝑝𝑟𝑜𝑠𝑝𝑒𝑟𝑜𝑢𝑠 𝑎𝑛𝑑 𝑣𝑎𝑠𝑡, 𝑤𝑖𝑡𝘩 𝑡𝘩𝑒 𝑏𝑙𝑜𝑜𝑑𝑙𝑖𝑛𝑒𝑠 𝑡𝑟𝑎𝑐𝑖𝑛𝑔
𝑏𝑎𝑐𝑘 𝑡𝑜 𝑡𝘩𝑒 𝑓𝑖𝑟𝑠𝑡 𝘩𝑒𝑟𝑎𝑙𝑑𝑖𝑛𝑔 𝑜𝑓 𝑡𝘩𝑒 𝑒𝑙𝑒𝑚𝑒𝑛𝑡𝑠. 𝐼𝑡 𝑤𝑎𝑠 𝑎 𝑝𝑜𝑤𝑒𝑟𝑓𝑢𝑙 𝑒𝑚𝑝𝑖𝑟𝑒, 𝑝𝑟𝑜𝑠𝑝𝑒𝑟𝑜𝑢
𝑠 𝑎𝑛𝑑 𝑣𝑎𝑠𝑡, 𝑤𝑖𝑡𝘩 𝑡𝘩𝑒 𝑏𝑙𝑜𝑜𝑑𝑙𝑖𝑛𝑒𝑠 𝑡𝑟𝑎𝑐𝑖𝑛𝑔 𝑏𝑎𝑐𝑘 𝑡𝑜 𝑡𝘩𝑒 𝑓𝑖𝑟𝑠𝑡 𝘩𝑒𝑟𝑎𝑙𝑑𝑖𝑛𝑔 𝑜𝑓 𝑡𝘩𝑒 𝑒𝑙𝑒𝑚𝑒𝑛𝑡
𝑠. 𝐻𝑜𝑤𝑒𝑣𝑒𝑟, 𝑤𝘩𝑎𝑡 𝑝𝑜𝑤𝑒𝑟 𝑖𝑡 𝑜𝑏𝑡𝑎𝑖𝑛𝑒𝑑, 𝑖𝑡 𝑜𝑏𝑡𝑎𝑖𝑛𝑒𝑑 𝑏𝑦 𝑢𝑠𝑖𝑛𝑔 𝑏𝑙𝑜𝑜𝑑𝑠𝘩𝑒𝑑, 𝑖𝑛𝑡𝑖𝑚𝑖𝑑𝑎𝑡𝑖𝑜𝑛
𝑎𝑛𝑑 𝑡𝑒𝑟𝑟𝑜𝑟. 𝑇𝘩𝑜𝑠𝑒 𝑤𝘩𝑜 𝑤𝑒𝑟𝑒 𝑐𝑙𝑒𝑣𝑒𝑟 𝑤𝑒𝑟𝑒 𝑛𝑜𝑡 𝑑𝑒𝑐𝑒𝑖𝑣𝑒𝑑 𝑏𝑦 𝑡𝘩𝑒 𝑘𝑖𝑛𝑔𝑑𝑜𝑚'𝑠 𝑟𝑒𝑔𝑎𝑙 𝑛𝑎𝑚
𝑒, 𝑗𝑢𝑠𝑡 𝑎𝑠 𝑜𝑛𝑒 𝑖𝑠 𝑛𝑜𝑡 𝑓𝑜𝑜𝑙𝑒𝑑 𝑏𝑦 𝑎 𝑟𝑜𝑠𝑒'𝑠 𝑠𝑤𝑒𝑒𝑡 𝑏𝑙𝑜𝑠𝑠𝑜𝑚𝑠. 𝑇𝘩𝑒𝑦 𝑎𝑟𝑒 𝑏𝑙𝑜𝑜𝑑𝑡𝘩𝑖𝑟𝑠𝑡𝑦, 𝑐𝑟𝑢
𝑒𝑙, 𝑡𝘩𝑒 𝑏𝑒𝑠𝑡 𝑜𝑓 𝑡𝘩𝑒 𝑐𝑢𝑡𝑡𝘩𝑟𝑜𝑎𝑡𝑠. 𝑊𝑎𝑟 𝑖𝑠 𝑡𝘩𝑒𝑖𝑟 𝑝𝑟𝑜𝑓𝑒𝑠𝑠𝑖𝑜𝑛, 𝑡𝘩𝑒 𝑖𝑐𝘩𝑜𝑟 𝑜𝑓 𝑡𝘩𝑒 𝑠𝑙𝑎𝑖𝑛 𝑙𝑖𝑘𝑒 𝑡
𝘩𝑒𝑖𝑟 𝑐𝑙𝑜𝑎𝑘 𝑎𝑛𝑑 𝑠𝘩𝑎𝑑𝑜𝑤. 𝑆𝑜𝑚𝑒 𝑎𝑟𝑒 𝑏𝑟𝑢𝑡𝑒 𝑠𝑜𝑙𝑑𝑖𝑒𝑟𝑠, 𝑜𝑡𝘩𝑒𝑟𝑠 𝑎𝑟𝑒 𝑡𝘩𝑒 𝑠𝑙𝑖𝑐𝑘𝑒𝑠𝑡 𝑎𝑛𝑑 𝑚𝑜𝑠𝑡
𝑠𝑖𝑛𝑖𝑠𝑡𝑒𝑟 𝑜𝑓 𝑎𝑠𝑠𝑎𝑠𝑠𝑖𝑛𝑠. 𝐷𝑒𝑎𝑡𝘩𝑙𝑦 𝑙𝑜𝑦𝑎𝑙 𝑡𝑜 𝑡𝘩𝑒𝑖𝑟 𝑠𝑜𝑣𝑒𝑟𝑒𝑖𝑔𝑛 𝑎𝑛𝑑 𝑡𝘩𝑟𝑜𝑛𝑒, 𝑡𝘩𝑒𝑟𝑒 𝑖𝑠 𝑛𝑜 𝑡𝑒𝑙𝑙
𝑖𝑛𝑔 𝑤𝘩𝑎𝑡 𝑡𝘩𝑒𝑦 𝑤𝑜𝑢𝑙𝑑 𝑛𝑜𝑡 𝑑𝑜. 𝑇𝘩𝑒𝑦 𝑙𝑒𝑎𝑣𝑒 𝑡𝑒𝑟𝑟𝑜𝑟 𝑎𝑛𝑑 𝑐𝑎𝑟𝑛𝑎𝑔𝑒 𝑖𝑛 𝑡𝘩𝑒𝑖𝑟 𝑤𝑎𝑘𝑒 𝑙𝑖𝑘𝑒 𝑎 𝑠𝑖
𝑛-𝑡𝑎𝑖𝑛𝑡𝑒𝑑 𝑠𝑖𝑔𝑛𝑎𝑡𝑢𝑟𝑒, 𝑤𝑖𝑡𝘩 𝑚𝑎𝑙𝑖𝑐𝑒 𝑏𝑙𝑎𝑐𝑘𝑒𝑛𝑖𝑛𝑔 𝑡𝘩𝑒𝑖𝑟 𝑒𝑦𝑒𝑠 𝑎𝑛𝑑 𝑝𝑜𝑜𝑙𝑖𝑛𝑔 𝑙𝑖𝑘𝑒 𝑠𝘩𝑎𝑑𝑜𝑤𝑠 𝑖
𝑛 𝑡𝘩𝑒𝑖𝑟 𝑠𝑡𝑒𝑝𝑠. 𝑇𝘩𝑒 𝑖𝑛𝑓𝑒𝑟𝑛𝑎𝑙 𝘩𝑒𝑙𝑙-𝘩𝑜𝑢𝑛𝑑𝑠 𝑜𝑓 𝑡𝘩𝑒 𝑂𝑏𝑟𝑒𝑜𝑡𝘩𝑖𝑎 𝐸𝑚𝑝𝑖𝑟𝑒. 𝑃𝑟𝑒𝑠𝑢𝑚𝑒𝑑 𝑡𝑜 𝑏𝑒
𝑙𝑖𝑣𝑖𝑛𝑔 𝑖𝑛 𝑎 𝑙𝑎𝑟𝑔𝑒 𝑐𝑎𝑣𝑒/𝑐𝑎𝑡𝑎𝑐𝑜𝑚𝑏 𝑠𝑦𝑠𝑡𝑒𝑚. 𝑇𝘩𝑒 𝑡𝑜𝑝 𝑜𝑓 𝑡𝘩𝑒 𝑡𝑒𝑟𝑟𝑖𝑡𝑜𝑟𝑦 / 𝑐𝑎𝑣𝑒 𝑠𝑦𝑠𝑡𝑒𝑚 𝑖𝑠
𝑒𝑥𝑡𝑟𝑒𝑚𝑒𝑙𝑦 𝑐𝑜𝑙𝑑 𝑠𝑖𝑛𝑐𝑒 𝑖𝑡 𝑖𝑠 𝑎𝑙𝑤𝑎𝑦𝑠 𝑒𝑥𝑝𝑜𝑠𝑒𝑑 𝑡𝑜 𝑡𝘩𝑒 𝑡𝑢𝑛𝑑𝑟𝑎 𝑐𝘩𝑖𝑙𝑙. 𝖝𝖝𝖝𝖝𝖝𝖝𝖝𝖝𝖝𝖝𝖝𝖝𝖝𝖝

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𝑇𝘩𝑒 𝑜𝑏𝑜𝑒𝑟𝑖𝑡𝘩𝑖𝑛𝑖𝑎𝑛 𝑐𝑎𝑡𝑠 𝑎𝑟𝑒 𝑢𝑠𝑢𝑎𝑙𝑙𝑦 𝑙𝑒𝑎𝑛 𝑎𝑛𝑑 𝑚𝑢𝑠𝑐𝑢𝑙𝑎𝑟 𝑤𝑖𝑡𝘩 𝑡𝘩𝑖𝑐𝑘 𝑜𝑟 𝑚𝑒𝑑𝑖𝑢𝑚-𝑡𝘩𝑖𝑐𝑘 𝑝
𝑒𝑙𝑡𝑠 𝑡𝑜 𝑑𝑒𝑎𝑙 𝑤𝑖𝑡𝘩 𝑡𝘩𝑒 𝑐𝑜𝑙𝑑. 𝑇𝘩𝑒 𝑜𝑏𝑜𝑒𝑟𝑖𝑡𝘩𝑖𝑛𝑖𝑎𝑛 𝑐𝑎𝑡𝑠 𝑎𝑟𝑒 𝑢𝑠𝑢𝑎𝑙𝑙𝑦 𝑙𝑒𝑎𝑛 𝑎𝑛𝑑 𝑚𝑢𝑠𝑐𝑢𝑙𝑎𝑟 𝑤𝑖𝑡
𝘩 𝑡𝘩𝑖𝑐𝑘 𝑜𝑟 𝑚𝑒𝑑𝑖𝑢𝑚-𝑡𝘩𝑖𝑐𝑘 𝑝𝑒𝑙𝑡𝑠 𝑡𝑜 𝑑𝑒𝑎𝑙 𝑤𝑖𝑡𝘩 𝑡𝘩𝑒 𝑐𝑜𝑙𝑑. 𝐷𝑎𝑟𝑘𝑒𝑟 𝑐𝑜𝑙𝑜𝑟𝑠 𝑡𝑎𝑘𝑒 𝑝𝑟𝑖𝑜𝑟𝑖𝑡𝑦.

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𝑇𝘩𝑒 𝑝𝑟𝑒𝑑𝑎𝑡𝑜𝑟𝑠 𝑜𝑓 𝘩𝑎𝑟𝑒𝑠, 𝑗𝑎𝑐𝑘𝑟𝑎𝑏𝑏𝑖𝑡𝑠, 𝑐𝑟𝑎𝑛𝑒𝑠, 𝑎𝑛𝑔𝑒𝑙𝑓𝑖𝑠𝘩, 𝑐𝘩𝑖𝑝𝑚𝑢𝑛𝑘𝑠, 𝑎𝑛𝑑 𝑚𝑖𝑐𝑒.𝖝𝖝𝖝𝖝
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𝑖𝑚𝑝𝑒𝑟𝑎𝑡𝑜𝑟 - 𝑙𝑒𝑎𝑑𝑒𝑟
𝑓𝑒𝑟𝑟𝑢𝑚 𝑎𝑡𝑞𝑢𝑒 𝑎𝑡𝑟𝑎𝑒 - 𝑑𝑒𝑝𝑢𝑡𝑦
𝑏𝑢𝑙𝑒𝑢𝑡𝑒𝑟𝑖𝑢𝑚 - 𝑐𝑎𝑡𝑠 𝑤𝘩𝑜 𝘩𝑒𝑙𝑝 𝑑𝑒𝑡𝑒𝑟𝑚𝑖𝑛𝑒 𝑖𝑚𝑝𝑜𝑟𝑡𝑎𝑛𝑡 𝑑𝑒𝑐𝑖𝑠𝑖𝑜𝑛𝑠
𝑟𝑎𝑡𝑛𝑖 𝑘𝑎𝑝𝑒𝑡𝑎𝑛 - 𝑙𝑒𝑎𝑑𝑒𝑟 𝑜𝑓 𝑡𝘩𝑒 𝑟𝑜𝑦𝑎𝑙 𝑔𝑢𝑎𝑟𝑑
𝑝𝑟𝑎𝑒𝑠𝑖𝑑𝑖𝑢𝑚 - 𝑟𝑜𝑦𝑎𝑙 𝑔𝑢𝑎𝑟𝑑𝑠
𝑐𝑎𝑙𝑖𝑔𝑎𝑡𝑖 - 𝑠𝑜𝑙𝑑𝑖𝑒𝑟𝑠
𝑖𝑛𝑖𝑡𝑖𝑢𝑚 - 𝑐𝑎𝑑𝑒𝑡𝑠 / 𝑎𝑝𝑝𝑟𝑒𝑛𝑡𝑖𝑐𝑒𝑠
𝑚𝑎𝑡𝑟𝑒𝑠 - 𝑞𝑢𝑒𝑒𝑛𝑠
𝑠𝑒𝑟𝑣𝑢𝑠 - 𝑠𝑒𝑟𝑣𝑎𝑛𝑡𝑠 / 𝑝𝑟𝑖𝑠𝑜𝑛𝑒𝑟𝑠 𝑜𝑓 𝑤𝑎𝑟
𝑑𝑒𝑡𝑒𝑛𝑦𝑠𝘩 - 𝑦𝑜𝑢𝑛𝑔
𝑎𝑛𝑡𝑖𝑠𝑡𝑒𝑠 - 𝘩𝑒𝑎𝑙𝑒𝑟
Last edited by Euthymios on Thu Feb 06, 2020 3:36 pm, edited 10 times in total.
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Servants of Amser

Postby Springtalon » Thu Feb 06, 2020 8:24 am

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Image The Servants of Amser are a fellowship led by a mysterious king who rules through...questionable means. The reason the fellowship is named as such, is that their king worships a goddess named Amser, who is said to control time itself. The king has met Amser, it was she who brought him into the cave. The cave that houses a portal to a small pocket dimension. The pocket dimension has no dangers, but there is also no prey. It is an endless starry landscape, with a field of silver grass. The weather reflects that of the real world, and there are some trees and caves to shelter from the rain. Outside of the cave is a long strip of beach and ocean, with forests and cliffs nearby. The cave is riddled with holes, making it easy to see out into the world, even from right beside the portal.

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Image The ranks of the Servants have been changed from regular Fellowship ranks, in order to better reflect the monarchy the king created. Leaders are Kings or Queens, depending on their gender. Under the King/Queen, there is the rank 'Blessed', the Blessed are the mates of the king/queen, and are usually their favored cats from the fellowship, and can be any gender. When a new King/Queen rises to power, the Blessed return to their former ranks, but are almost always found mysteriously dead in the following moons...

Image After the Blessed is the Heir. The firstborn child of the first Blessed (or Queen) is the Heir, the next ruler of the fellowship. Under the Heir is the Shaman, the healer, followed directly by the Shaman's Pupil.

Image Under the Shaman's Pupil, begins the lower ranks. These are led by the knights and mages. Knights are cats trained in physical battle, while Mages are cats trained in battle with their powers. After them come the pupils, and finally the queens and kits. There are no elders to be found among the Servants, as it would seem that cats who are starting to grow old / unable to serve are found dead...

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Image The Servants of Amser feed primarily on fish and birds. they do get some variety in their diet by hunting squirrels and rabbits in the woods near the cave. The predators that can be found are snakes, spirit wolves, and demons, as well as the occasional hellhound, ghost, and possessed cat.

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Re: Create-A-Fellowship

Postby Guest » Thu Feb 06, 2020 10:57 am

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Territory
These cats live in a small world far from earth that is surrounded by a glass dome. The land is bright green with purple and yellow trees called bemhur. They live in a cave with bright purple walls, and glowig yellow crystals. In the center of their cave systems, deep down, a large yellow crystal stays. When a Chairman/Chairwoman or a Witch Doctor sleeps near it, they can speak to the Mana Spirits.

Ranks
Chairman/Chairwoman - Leader
Proxy - Second in command
Witch Doctor - Herbalist
Charmer - Mage
Witch Child - Herbalist apprentice
Charm - Mage apprentice
Monarch - Queen
Senior - Elder

Prey
Chrono - A small rat like creature with no color whatsoever. ( 1 serving )
Ivvish - A small pink vine type creature that can be eaten. ( 1 serving )
Jesbi - A medium sized crab creature that changes color at random. ( 2 servings )
Uedi - A medium sized flower creature that stares at cats as they walk by, and can be eaten. ( 2 servings )
Grog - A large frog creature with hypnotic eyes and horns. ( 3 servings )

Predators
Polaris - An extremely large bear type creature that is a bright blue shade.
Reaper - A flying worm type creature with eyes all down its sides.
Moone - A strange fly like creature that will grow and shrink at random.
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founding

Postby broken* » Thu Feb 06, 2020 12:01 pm



    territory
    the spirits of nature reside within a section of land that very much has four different types of areas within it, each offering a range of different prey and predators within it. the eastern portion of the territory is mainly made up of hills and meadows, with prey consisting mainly of rabbits and mice. the western portion of the territory is primarily made up of thick forests and tall trees, with prey consisting mainly of birds and squirrels. the northern portion is almost a bit swamp like, with much of the land being very wet/moist, and having prey such as frogs and turtles. the southern portion is primarily made up of multiple ponds and lakes, with the prey being fish and ducks. the northern and southern areas face predators such as water snakes, alligators, and poisonous newts/salamanders. the eastern and western areas face predators such as foxes, coyotes, bobcats, bears, and large birds of prey. the camp where the fellowship sleeps is right in the center of these four areas, where the corners all sort of touch and combine. different types of cats prefer to sleep different ways; there are some with dens dug out of the ground, some who sleep directly under the stars, some who sleep under bushes or in trees, and some who have broken apart rocks to form cavernous dens (such as the shaman).

    ranks are a bit different within the "spirits of nature" than with other fellowships.
    the leader is known as the chief, regardless of gender.
    there are 4 deputies at all times, 1 representing each element, known as the council.
    the herbalist is known as the shaman and has the strongest connection with the ancestors & spirits.
    the mages are known as braves due to the honor with which they achieved to get to the rank.
    apprentices are known as visions, and the herbalist apprentice is known as the shaman vision.
    queens or nursing mothers are known as matrons and are respected highly, both in how they are treated & listened to.
    kits are still known as kits and elders are still known as elders.

    spirituality
    the cats of the spirits of nature believe that they have been deemed the protectors or the guardians of nature. they believe that every animal, every plant, every living thing has a spirit living inside of it and must be respected as such. they also believe that all things were created by and that the world runs smoothly due to the great spirit, who rules the afterlife as the chief of the sky. when a member of their fellowship dies, they join the "spirits of the sky" by taking on the form of their guardian spirit animal.

    "Vision Quest" Ceremony
    one important life event within the fellowship is the process that a vision goes through to become a brave; it is known as the "vision quest". to become an official 'brave', there is no eyes physically watching the vision; they are completely alone as they go off into the wilderness of the fellowship's territory, with only the ancestors and great spirit watching them from the skies above. they must then go without food or sleep for as many hours or days as it takes for them to receive a dream-like vision which provides them with a guardian spirit (typically a type of animal) to guide the 'visions' new life as a 'brave'. the only way for the rest of the cats to know that the 'vision' has truly had an experience is through the shaman; during the entire time that a 'vision' is gone, the shaman goes into a state similar to hibernation where they inhabit the body of their guardian spirit and rise up into the skies among the ancestors to watch the ceremony take place.

    appearances
    cats of all colors, sizes, and unique traits are welcomed within the spirits of nature. they are known as very accepting, never turning someone away, at least not for physical appearance reasons.
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