Post by mo money on Apr 9, 2008 10:41:42 GMT -5
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[PTab=SOCIAL GROUPS]
THE RINGS OF ORDER ---
CARNARING, FALLENRING, FULSIRING
THE RETRO GROUPS ---
ANALOYA PRIDE, BELLATOR HERD, LAWAII FLOCK, NILDA PACK
ANTHRO GROUPS ---
THE NAKOMA TRIBE
CUSTOM ROGUE GROUPS ---
CREATE OR JOIN A ROGUE GROUP
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[PTab=THE RINGS]
As all the Rings have shared roots--stemming from the initial Ring before ties were broken--they have identical ranking systems, though each Alpha may organize day to day life and member duties in a slightly different manner.
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[PTab=RETRO GROUPS]
This pride of felines, both large and small, is nothing to be trifled with. Although the original creator, Tezcatlipoca, has sadly passed, the Pride is under new leadership and is making a come back. With a very strong drive to hunt and defend their territory, the Analoya are one of the most feared of the Retro groups. They have come to get this somewhat aggressive reputation due to their constant confrontations with trespassers as they hold the most plentiful hunting grounds. The Analoya are not overtly violent and bloodthirsty, they are simply animals defending their territory from intruders.
This eclectic group of creatures is truly a sight to behold. This herd functions as a catch-all, a melting pot for all the different species that aren't welcomed in the Nilda, Lawaii or Analoya, They accept all prey animals, such as horses, other hoofed mammals as well as rodents and the like. They also accept predators like snakes and bears as long as they follow the law. They are a steadfast group and although under constant attack from predators like the Analoya, maintain their standing in the fields in the Retro territories. They are generally the more gentle of the groups, but they also have their violent tendencies and unlike most herds in the wild, do not shy from battles.
The Lawaii is composed of a wide assortment of different bird species, ranging from the tiny finch to the bold eagle. Therefore, as one might guess, there is no distinct personality that can describe the members of The Lawaii, but rather a variety of individual ones. However, there are several general traits that all birds tend to share, and those in the Flock are no exception; characteristics such as fierce determination, greed, aggressiveness, and a sly nature are the most common ones.
The Nilda Pack functions somewhat like a wolf pack, however they are not nearly as strict in their behaviors and accept all manner of canines (domesticated and wild breeds). The Pack keeps to its own for the most part, living off a diet of fish, birds and small rodents in their rocky lake-front home. There is a troubled history between the Nilda and the neighboring Analoya Pride; no one really knows how it started, but there is an animosity between the two groups and they have become rivals.
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[PTab=ANTHRO GRPS][/PTab={color:#;}]
[PTab=ROGUE GRPS]
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[PTab=SOCIAL GROUPS]
overview
A DESCRIPTIVE LIST OF ALL THE GROUPS THAT YOUR CHARACTER CAN JOIN
THE RINGS OF ORDER ---
CARNARING, FALLENRING, FULSIRING
THE RETRO GROUPS ---
ANALOYA PRIDE, BELLATOR HERD, LAWAII FLOCK, NILDA PACK
ANTHRO GROUPS ---
THE NAKOMA TRIBE
CUSTOM ROGUE GROUPS ---
CREATE OR JOIN A ROGUE GROUP
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[PTab=THE RINGS]
RING INFO !
If you click the category titles below, you can read more about the individual Rings and how they operate! Rings are the groups that the Shifters have formed over the eight or so years the dome has been in operation. You can also find the ranking system below and decide which Ring and rank would best suit your character!
carnaring - the savages
This is not, in fact, a giant swarming ring of cannibalistic shifters – no, it is in fact only their infamous leader Manic who was ‘rumored’ to be a cannibal (After eight years in charge, Manic was found murdered and the Carna are now under new management.) But the Carna are still the notoriously bloodthirsty Ring, who are known to take absolutely no mercy on the enemy - but it is not only on orders that they disregard the accepted ways of human morality, no, many of them serve their Alpha on the instinctive desire to destroy, to kill. Needless to say the Carna does not consist entirely of barbaric, thoughtless killers, but it is a Ring in which violence has become second nature. They are not simply mindless killing machines. They often have a severe and undoubted loyalty and dedication to their Ring, and though they may at times act selfishly their loyalty is rarely if ever called into question. The Carna is a very tight-knit family, and do not take kindly to their friends being injured.
fallenring - the fringe
The FallenRing tries to keep it's nose out of the whole competition; for the most part they are concentrated on simply surviving. But this does not mean they are weak, nor afraid. In fact the Fallen are superbly trained in combat fighting, but they prefer peace talks to violence more often than not. However, if pressed, they will fight fiercely for what is rightly theirs and are not easily defeated, upholding a tactic of relentless guerrilla warfare. Despite this fierce streak, the Fallen are the more gentle of the Rings, their members very caring and affectionate towards each other. Their Alpha refers to the Ring as a family - and that's truly what it is. A safe-haven for those who shy from violence and hatred. Despite their honest demeanor of willing peace amongst the Rings, many Fallen hold a great hostility for the Carna and Fulsi for the tumultuous and violent history.
fulsiring - the avaricious
Those of the FulsiRing are by no means the heroes of the Menagerie. They are hellbent on dominating everything and anything that is within their reaches (and even without); they own a considerable chunk of the Menagerie, maintaining the heart of the city as their own. They are known to show mercy on their prisoners, if only to use as bargaining. The Fulsi are usually known to have an ulterior motive in mind. When in battle, they are similar in fighting style to the Carna, though they will not 'shoot to kill' so to speak; most likely they will take back survivors to hold for questioning and use as possible leverage. They are not nearly as cruel or vicious as the Carna but will not flinch from defending their land and their food. They have mild 'family' bond, though the Ring is not as tight knit as the Carna or Fallen, instead they tend to cluster in small groups of friends and associates. Intelligent and stealthy, they are constantly on the move to expand and conquer.
the hierarchy
As all the Rings have shared roots--stemming from the initial Ring before ties were broken--they have identical ranking systems, though each Alpha may organize day to day life and member duties in a slightly different manner.
Click below to view a guide to the Rings ranking system!
{
ranking system
}THE RING LEADERS.
ALPHA. The person who is in control of every aspect of life within the Rings. They maintain negotiations between Rings and Retro groups and have the final say on the regulation of border patrol, scouting missions, hunting expeditions, etc. They may often dole out these responsibilities to their second and third in commands, so they are able to focus on other projects.
BETA. Though the Beta is not the head honcho so to speak, they are responsible for the Ring in the Alpha's absence, and must be able to make decisions under pressure.
DELTA. Third in charge, this member leads in the absence of both the Alpha and Beta, and if the latter are occupied will take charge in organizing patrols, etc. This position may be challenged!
THE BATTALION.
Lead Hunter. The Lead Hunter is the person in charge of the hunting patrols; they organize and lead patrols and keep track of how much food is hunted/raided and put into stock. The Lead Hunter gets orders either from the Ringleaders, or bases his/her decisions purely on instinct and helps keep the store numbers organized. Works closely with the Delta and Beta to pass on info to the higher ups. This position may be challenged!
Hunters. The hunters are what keep the Ring sustained in supply of food and necessary needs for survival. They often hunt outside Ring borders if they are ordered to do so, and should be skilled at both hunting and fighting (in the instance of raids, etc). Generally have predatory shifts, but they also hunt with weapons in human form. During training, they gain the knowledge how to track, kill and clean their prey.
Head of Border Patrol. The person who hands out the upper rank orders as well as directing patrols. He or she is the person who will ultimately decide actions in a battle in case of emergencies. Highest ranking Scout, extremely skilled. Works closely with the Delta and Beta to pass on info to the higher ups. This position may be Challenged.
Scouts. The scouts are the ringmembers who scope out possible new territories, as well as infiltrating the ranks of the other Rings for information. They also serve as a border patrol, constantly roving their Ring's borders to protect from intruders. They are trained for combat as well as stealth.
BATTALION AIDE.
Chief Medic. The Chief Medic is in charge of training Medics, giving them orders, sanctioning supplies, organizing shifts and schedules, etc etc, as in a regular hospital. The Chief Medic is highly skilled and level headed and will not snap under duress. This job is hectic and stressful and not for the light of heart or weak of stomach.
Medics. Medics are like triage nurses - skilled at patching up wounds of all shapes and sizes, from simplistic stitches to bandaging bleeding and oozing wounds, this job is definitely not for the un-trained. Medics may be called out to battle fields for raids, and need to be prepared to travel to meet their patients. Not often skilled in combat training, but they are required to know defensive tactics.
THE MASSES.
Omegas. Omegas are basically in charge of keeping their headquarters and home front neat, orderly and in check. They do a lot of the preparing and cooking of food, building weapons/construction projects, collecting water, etc depending on their individual talents. They are occasionally are taken on patrol if numbers are short. They are a vital part of keeping the Ring in order.
Tenderfoots. These are often the younger, fresher members of the Ring, who are in training to one day achieve an important role in Ring society, either Scout, Hunter, Medic, Omega. They are never inactive for long and are often take along on scouting missions and hunts so they can carry their weight and feel out their futures. (any age rank, but starting at 11)
Whelps. These members are perhaps the lowest. Most start out as Whelps and then work their way up to tenderfoot or Omega, and finally to either Scout or Hunter. The Whelps are also the children who are too young to be of any use to the Ring as of yet (usually from ages 0-10).
Captives. Technically not a rank, but still necessary for explanation. Captives are most often members of the Rings, held for questioning and trespassing, or used for bargaining. Some are even killed due to the hostilities between the individual Rings.
ALPHA. The person who is in control of every aspect of life within the Rings. They maintain negotiations between Rings and Retro groups and have the final say on the regulation of border patrol, scouting missions, hunting expeditions, etc. They may often dole out these responsibilities to their second and third in commands, so they are able to focus on other projects.
BETA. Though the Beta is not the head honcho so to speak, they are responsible for the Ring in the Alpha's absence, and must be able to make decisions under pressure.
DELTA. Third in charge, this member leads in the absence of both the Alpha and Beta, and if the latter are occupied will take charge in organizing patrols, etc. This position may be challenged!
THE BATTALION.
Lead Hunter. The Lead Hunter is the person in charge of the hunting patrols; they organize and lead patrols and keep track of how much food is hunted/raided and put into stock. The Lead Hunter gets orders either from the Ringleaders, or bases his/her decisions purely on instinct and helps keep the store numbers organized. Works closely with the Delta and Beta to pass on info to the higher ups. This position may be challenged!
Hunters. The hunters are what keep the Ring sustained in supply of food and necessary needs for survival. They often hunt outside Ring borders if they are ordered to do so, and should be skilled at both hunting and fighting (in the instance of raids, etc). Generally have predatory shifts, but they also hunt with weapons in human form. During training, they gain the knowledge how to track, kill and clean their prey.
Head of Border Patrol. The person who hands out the upper rank orders as well as directing patrols. He or she is the person who will ultimately decide actions in a battle in case of emergencies. Highest ranking Scout, extremely skilled. Works closely with the Delta and Beta to pass on info to the higher ups. This position may be Challenged.
Scouts. The scouts are the ringmembers who scope out possible new territories, as well as infiltrating the ranks of the other Rings for information. They also serve as a border patrol, constantly roving their Ring's borders to protect from intruders. They are trained for combat as well as stealth.
BATTALION AIDE.
Chief Medic. The Chief Medic is in charge of training Medics, giving them orders, sanctioning supplies, organizing shifts and schedules, etc etc, as in a regular hospital. The Chief Medic is highly skilled and level headed and will not snap under duress. This job is hectic and stressful and not for the light of heart or weak of stomach.
Medics. Medics are like triage nurses - skilled at patching up wounds of all shapes and sizes, from simplistic stitches to bandaging bleeding and oozing wounds, this job is definitely not for the un-trained. Medics may be called out to battle fields for raids, and need to be prepared to travel to meet their patients. Not often skilled in combat training, but they are required to know defensive tactics.
THE MASSES.
Omegas. Omegas are basically in charge of keeping their headquarters and home front neat, orderly and in check. They do a lot of the preparing and cooking of food, building weapons/construction projects, collecting water, etc depending on their individual talents. They are occasionally are taken on patrol if numbers are short. They are a vital part of keeping the Ring in order.
Tenderfoots. These are often the younger, fresher members of the Ring, who are in training to one day achieve an important role in Ring society, either Scout, Hunter, Medic, Omega. They are never inactive for long and are often take along on scouting missions and hunts so they can carry their weight and feel out their futures. (any age rank, but starting at 11)
Whelps. These members are perhaps the lowest. Most start out as Whelps and then work their way up to tenderfoot or Omega, and finally to either Scout or Hunter. The Whelps are also the children who are too young to be of any use to the Ring as of yet (usually from ages 0-10).
Captives. Technically not a rank, but still necessary for explanation. Captives are most often members of the Rings, held for questioning and trespassing, or used for bargaining. Some are even killed due to the hostilities between the individual Rings.
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[PTab=RETRO GROUPS]
RETRO GROUP INFO !
Below are the groups that the Retromorphs have formed over the four or so years since they were released into the dome. You can also find the ranking systems below and decide which rank would best suit your character! You can read the ranks at your own leisure as some of them are a bit lengthy, e.g. skim now and read thoroughly later if you decide to make a character in that Group.
analoya pride - the felines
This pride of felines, both large and small, is nothing to be trifled with. Although the original creator, Tezcatlipoca, has sadly passed, the Pride is under new leadership and is making a come back. With a very strong drive to hunt and defend their territory, the Analoya are one of the most feared of the Retro groups. They have come to get this somewhat aggressive reputation due to their constant confrontations with trespassers as they hold the most plentiful hunting grounds. The Analoya are not overtly violent and bloodthirsty, they are simply animals defending their territory from intruders.
{
TELLER. Although, before, the Teller was the speaker for the gods. Now the Teller is simply the leader, the one who enforces the rules.
FORESEER. The Forseer is second in command, the Teller's "right hand man". When the Teller in unavailable, the Forseer becomes to leader until the Teller returns.
WARRIORS. Warriors are the muscle of the Pride. When Softpaws train, Warriors and Hunters often evaluate them and pick out which path may be the most beneficial for the Pride. Those chosen to be warriors are the strongest and toughest of the Pride, often the largest Felines like Lions and Tigers. They protect the rest of the Pride and guard their camp, always making sure that Denmothers and Softpaws are safe. Some Warriors are even sent to escort other members of the Pride if they need to make a journey away from the Forest. Only the most highly-esteemed warriors are chosen to guard the Teller and Foreseer.
HUNTERS. Hunters are essential to the Pride. Unlike the Hunters in the shifter Rings, these Hunters are not the Fighters in the Pride. Instead, these are the faster, swifter felines like Cheetahs or Leopards, charged with feeding the entire Pride. The Hunters work in small groups throughout the day, gathering prey and dragging it back to the Pride’s camp. The prey they catch nourishes everyone in the Pride, from the tiniest cub to the Teller himself.
SOFTPAWS. Softpaws are those in training to become a valuable part of the Pride. Whether they are Cubs aged old enough to train, or inexperienced new retromorphs in the Menagerie, they are guided by the other members of their Pride to find their path. Softpaws can usually get a good feel for their skills at the beginning of their training, and Warriors and Hunters can help them pinpoint their future path. These mentors then report to the Teller, who makes the final decision for the Softpaw. After enough training, the Teller holds a greatly revered ceremony in which he makes them full Warriors or Hunters.
DENMOTHERS. Denmothers are the caretakers of the Pride. Females who are expecting or nursing cubs stay with the other Denmothers where there is safety and support in the camp. Warriors or Hunters who are found to be pregnant are first examined by the foreseer, who decides when they must set their duties aside to prepare for their cubs. Other Denmothers are simply not suited to hunt or fight, and spend all of their time in the den with the expecting retros, making sure that they are comfortable, bringing them food and water, and helping them deliver their cubs.
SHAMEN. Shamans are the oldest and wisest members of the Pride, w ho usually have experience with herbs. They do not have to work like the rest of the Pride does, but can go anywhere in the territory that they'd like, and help out with any Pride duties that they wish. The rest of the Pride looks out for their well-being, and sees that all of their needs are met. They are to be treated with respect, especially by those still learning to be valuable parts of the Pride.
ranks
}TELLER. Although, before, the Teller was the speaker for the gods. Now the Teller is simply the leader, the one who enforces the rules.
FORESEER. The Forseer is second in command, the Teller's "right hand man". When the Teller in unavailable, the Forseer becomes to leader until the Teller returns.
WARRIORS. Warriors are the muscle of the Pride. When Softpaws train, Warriors and Hunters often evaluate them and pick out which path may be the most beneficial for the Pride. Those chosen to be warriors are the strongest and toughest of the Pride, often the largest Felines like Lions and Tigers. They protect the rest of the Pride and guard their camp, always making sure that Denmothers and Softpaws are safe. Some Warriors are even sent to escort other members of the Pride if they need to make a journey away from the Forest. Only the most highly-esteemed warriors are chosen to guard the Teller and Foreseer.
HUNTERS. Hunters are essential to the Pride. Unlike the Hunters in the shifter Rings, these Hunters are not the Fighters in the Pride. Instead, these are the faster, swifter felines like Cheetahs or Leopards, charged with feeding the entire Pride. The Hunters work in small groups throughout the day, gathering prey and dragging it back to the Pride’s camp. The prey they catch nourishes everyone in the Pride, from the tiniest cub to the Teller himself.
SOFTPAWS. Softpaws are those in training to become a valuable part of the Pride. Whether they are Cubs aged old enough to train, or inexperienced new retromorphs in the Menagerie, they are guided by the other members of their Pride to find their path. Softpaws can usually get a good feel for their skills at the beginning of their training, and Warriors and Hunters can help them pinpoint their future path. These mentors then report to the Teller, who makes the final decision for the Softpaw. After enough training, the Teller holds a greatly revered ceremony in which he makes them full Warriors or Hunters.
DENMOTHERS. Denmothers are the caretakers of the Pride. Females who are expecting or nursing cubs stay with the other Denmothers where there is safety and support in the camp. Warriors or Hunters who are found to be pregnant are first examined by the foreseer, who decides when they must set their duties aside to prepare for their cubs. Other Denmothers are simply not suited to hunt or fight, and spend all of their time in the den with the expecting retros, making sure that they are comfortable, bringing them food and water, and helping them deliver their cubs.
SHAMEN. Shamans are the oldest and wisest members of the Pride, w ho usually have experience with herbs. They do not have to work like the rest of the Pride does, but can go anywhere in the territory that they'd like, and help out with any Pride duties that they wish. The rest of the Pride looks out for their well-being, and sees that all of their needs are met. They are to be treated with respect, especially by those still learning to be valuable parts of the Pride.
bellator herd - the herd beasts
This eclectic group of creatures is truly a sight to behold. This herd functions as a catch-all, a melting pot for all the different species that aren't welcomed in the Nilda, Lawaii or Analoya, They accept all prey animals, such as horses, other hoofed mammals as well as rodents and the like. They also accept predators like snakes and bears as long as they follow the law. They are a steadfast group and although under constant attack from predators like the Analoya, maintain their standing in the fields in the Retro territories. They are generally the more gentle of the groups, but they also have their violent tendencies and unlike most herds in the wild, do not shy from battles.
{
CHANCELLOR - - - The Chancellor is ultimately in charge of safety and well being in the Bellator. While the first goal of the Chancellor is to soothe the Herd and present a solid leadership, they take care of many issues. Ranging from small personal disputes that need help to forming alliances with the other groups ranging around the Menagerie, no task is too big or too small to bring to the Chancellor's attention. If need calls, the Chancellor is also the one who decides when and how to attack, and does what is necessary to keep the Herd alive and thriving.
PROPHET - - - Second only to the Chancellor, the Prophet is just as busy. They help the Chancellor when there are just too many things for one person to do. While it is the Chancellor who ultimately makes the decisions, the Prophet is tasked with advising. Whether it is encouraging or or criticizing, it is important for the Prophet to put forth honest opinions, helping to ensure any plan put into action ends with the desired result. The Prophet works closely with the other Heads in the Herd, ensuring enough supplies are had, hearing scouting reports, and encouraging education in both the human and animal aspects of the Herd.
BRAWLERS - - - Usually the larger species within the Herd, a Brawler is anyone with the desire to protect. Brawlers are the first line of defense in the Bellator, those who answer any threat with muscle and intelligence. Groups of Brawlers are stationed at key points throughout the Meadows during the day, but their main duties begin at night when they form a tight ring around the Herd, so that they can rest without the worry of predators.
TRACKERS - - - These are the swiftest of the Herd, those capable of covering vast distances quickly. It is the job of the Tracker to act as the eyes and ears of the Herd, and are the warning system for any dangers. Often one of the most dangerous jobs, Trackers usually travel independently and must know when it is better to fight and when it is better to flee. Though most of the Herd is made up of herbivores, it is also the Tracker's duty to keep track of the non-shifter population of Meadows. This ensures that those with need of meat know where to find a meal, but it is also useful for making sure that predators are not encroaching onto Bellator territory.
MENDERS - - - While usually associated with the ill, Menders do much more than simply take care of injuries. These are the group that take care of teaching, both young ones and those new to humanity in general. Walking on two legs, reading, writing, basic functionality of human tools, the Menders teach the essentials of surviving withing the Menagerie. Under the watchful eye of the Chancellor, Menders help to encourage the Herd to see their human form as a helpful tool, rather than something to be feared.
ACOLYTES - - - The youngest members of the Bellator, Acolytes are those that are in between ages. They are not quite young enough to remain at their parents' side every moment of the day, but they aren't ready to strike out on their own yet. Their time is split between the Menders and being apprenticed to the most accomplished members of the Herd, so that they might one day find where their best fit is. Every Acolyte spends time apprenticed to each branch, and only after are they allowed to decide where they wish to be placed.
COURIERS - - - Often one of the most overlooked groups, the Couriers are comprised of every Herd member not allotted into one of the above factions. They are the builders, the farmers, the craftsmen. These are the people that keep basic Herd life going while the Brawlers, the Outriders, and the Menders go about their day.
HONORED - - - Though they have passed beyond the reach of the Herd, those that have died or moved on are always remembered and honored in the hearts of those that remain.
ranks
}CHANCELLOR - - - The Chancellor is ultimately in charge of safety and well being in the Bellator. While the first goal of the Chancellor is to soothe the Herd and present a solid leadership, they take care of many issues. Ranging from small personal disputes that need help to forming alliances with the other groups ranging around the Menagerie, no task is too big or too small to bring to the Chancellor's attention. If need calls, the Chancellor is also the one who decides when and how to attack, and does what is necessary to keep the Herd alive and thriving.
PROPHET - - - Second only to the Chancellor, the Prophet is just as busy. They help the Chancellor when there are just too many things for one person to do. While it is the Chancellor who ultimately makes the decisions, the Prophet is tasked with advising. Whether it is encouraging or or criticizing, it is important for the Prophet to put forth honest opinions, helping to ensure any plan put into action ends with the desired result. The Prophet works closely with the other Heads in the Herd, ensuring enough supplies are had, hearing scouting reports, and encouraging education in both the human and animal aspects of the Herd.
BRAWLERS - - - Usually the larger species within the Herd, a Brawler is anyone with the desire to protect. Brawlers are the first line of defense in the Bellator, those who answer any threat with muscle and intelligence. Groups of Brawlers are stationed at key points throughout the Meadows during the day, but their main duties begin at night when they form a tight ring around the Herd, so that they can rest without the worry of predators.
TRACKERS - - - These are the swiftest of the Herd, those capable of covering vast distances quickly. It is the job of the Tracker to act as the eyes and ears of the Herd, and are the warning system for any dangers. Often one of the most dangerous jobs, Trackers usually travel independently and must know when it is better to fight and when it is better to flee. Though most of the Herd is made up of herbivores, it is also the Tracker's duty to keep track of the non-shifter population of Meadows. This ensures that those with need of meat know where to find a meal, but it is also useful for making sure that predators are not encroaching onto Bellator territory.
MENDERS - - - While usually associated with the ill, Menders do much more than simply take care of injuries. These are the group that take care of teaching, both young ones and those new to humanity in general. Walking on two legs, reading, writing, basic functionality of human tools, the Menders teach the essentials of surviving withing the Menagerie. Under the watchful eye of the Chancellor, Menders help to encourage the Herd to see their human form as a helpful tool, rather than something to be feared.
ACOLYTES - - - The youngest members of the Bellator, Acolytes are those that are in between ages. They are not quite young enough to remain at their parents' side every moment of the day, but they aren't ready to strike out on their own yet. Their time is split between the Menders and being apprenticed to the most accomplished members of the Herd, so that they might one day find where their best fit is. Every Acolyte spends time apprenticed to each branch, and only after are they allowed to decide where they wish to be placed.
COURIERS - - - Often one of the most overlooked groups, the Couriers are comprised of every Herd member not allotted into one of the above factions. They are the builders, the farmers, the craftsmen. These are the people that keep basic Herd life going while the Brawlers, the Outriders, and the Menders go about their day.
HONORED - - - Though they have passed beyond the reach of the Herd, those that have died or moved on are always remembered and honored in the hearts of those that remain.
lawaii flock - the birds
The Lawaii is composed of a wide assortment of different bird species, ranging from the tiny finch to the bold eagle. Therefore, as one might guess, there is no distinct personality that can describe the members of The Lawaii, but rather a variety of individual ones. However, there are several general traits that all birds tend to share, and those in the Flock are no exception; characteristics such as fierce determination, greed, aggressiveness, and a sly nature are the most common ones.
{
ranks
}THE LEIER. (lay-air) The leader, if you will, of the Lawaii. They make the ultimate decision on what to do if a major problem arises, and also have the final say over more minor issues (things such as what to do with a prisoner if they’ve been captured, if the Flock should travel more to find food, when to start planning battle tactics should the need arise, or journeying to Ring or other Retro territories and attempting to make truces) that are brought to their attention. Therefore anything of importance must be reported to them immediately. The Leier assigns each member of the Lawaii a rank that they deem them suitable for, asking that the new members defend their Flock and that their leader, in turn, will keep them from harm. However, the Leier is also quick to encourage independence as well – opinions and advice are welcomed and considered, though not always accepted in the end. The Tweede is the Leier’s consultant and often their closest, most trusted friend.
THE TWEEDE. (twee-de) A hard rank to come by, this ranking is only reserved for the retromorph that the Leier trusts the most. To put it simply, they’re the second in command. They help to make sure that everything in the Flock is running smoothly, and should be quick to reprimand those that try to cause disruption amongst the Lawaii (for more serious offenses they will usually take the offenders to the leader, and will, in some cases, be asked to drive them out of the Flock). The Tweede must be someone who is calm, fair and level-headed, not one to make rash decisions; being able to provide good advice is a prerequisite. They are also personally responsible for leading and addressing the guards (Kondukteurs).
THE DERDE. (derd) The Derde is third in command, acting as a deputy who mostly consults the Tweede when permission is needed for various small matters. They are mainly in charge of the hunters, planning hunts to find food and organizing the hunting party rotations. They also have a say when it comes to how to plan battles, as their hunters often act as ‘warriors’ as well (occasionally the Derde may take on one Jager as their apprentice, giving them the best training they can offer). This deputy must be rational and able to communicate their thoughts and tactics well.
THE KONDUCKTEURS. (con-duct-oors) The Kondukteurs are very integral members of the Flock, acting as both guards and scouts. Their duties include defending their fellow Lawaii members when necessary, as well as travelling to other territories to gain information about the Rings and other retromorph groups, and to scope out the lands. They occasionally deliver messages as well. The Tweede is in charge of organizing scouting parties and guard shifts, and leading them.
THE JAGER. (juh-ger) The Jager are also fundamentally important, as they are the main ones to provide the Flock with food; their hunting parties are typically sorted by bird type (so, birds of prey will obviously hunt for meat and fish, while other types like song birds and parrots will collect whatever berries or nuts they can find. Crows and ravens would mostly stockpile carrion or other various food types they discover) and they rotate shifts every four hours, give or take. As well as searching for food, they are also the primary birds used in battle, since they are usually highly skilled at fighting. The Derde is the one who will lead and organize them.
THE GEWOON. (geh-woon) The Gewoon are, to put it simply, the commoners; usually they are the ones who have yet to earn a higher rank, and until they do, they tend to lend a helping wing in whatever needs to be done. Hatchlings and omega-types are also included here.
THE TWEEDE. (twee-de) A hard rank to come by, this ranking is only reserved for the retromorph that the Leier trusts the most. To put it simply, they’re the second in command. They help to make sure that everything in the Flock is running smoothly, and should be quick to reprimand those that try to cause disruption amongst the Lawaii (for more serious offenses they will usually take the offenders to the leader, and will, in some cases, be asked to drive them out of the Flock). The Tweede must be someone who is calm, fair and level-headed, not one to make rash decisions; being able to provide good advice is a prerequisite. They are also personally responsible for leading and addressing the guards (Kondukteurs).
THE DERDE. (derd) The Derde is third in command, acting as a deputy who mostly consults the Tweede when permission is needed for various small matters. They are mainly in charge of the hunters, planning hunts to find food and organizing the hunting party rotations. They also have a say when it comes to how to plan battles, as their hunters often act as ‘warriors’ as well (occasionally the Derde may take on one Jager as their apprentice, giving them the best training they can offer). This deputy must be rational and able to communicate their thoughts and tactics well.
THE KONDUCKTEURS. (con-duct-oors) The Kondukteurs are very integral members of the Flock, acting as both guards and scouts. Their duties include defending their fellow Lawaii members when necessary, as well as travelling to other territories to gain information about the Rings and other retromorph groups, and to scope out the lands. They occasionally deliver messages as well. The Tweede is in charge of organizing scouting parties and guard shifts, and leading them.
THE JAGER. (juh-ger) The Jager are also fundamentally important, as they are the main ones to provide the Flock with food; their hunting parties are typically sorted by bird type (so, birds of prey will obviously hunt for meat and fish, while other types like song birds and parrots will collect whatever berries or nuts they can find. Crows and ravens would mostly stockpile carrion or other various food types they discover) and they rotate shifts every four hours, give or take. As well as searching for food, they are also the primary birds used in battle, since they are usually highly skilled at fighting. The Derde is the one who will lead and organize them.
THE GEWOON. (geh-woon) The Gewoon are, to put it simply, the commoners; usually they are the ones who have yet to earn a higher rank, and until they do, they tend to lend a helping wing in whatever needs to be done. Hatchlings and omega-types are also included here.
nilda pack - the canines
The Nilda Pack functions somewhat like a wolf pack, however they are not nearly as strict in their behaviors and accept all manner of canines (domesticated and wild breeds). The Pack keeps to its own for the most part, living off a diet of fish, birds and small rodents in their rocky lake-front home. There is a troubled history between the Nilda and the neighboring Analoya Pride; no one really knows how it started, but there is an animosity between the two groups and they have become rivals.
{
ranks
}CHIEFTAIN & CHIEFTESS. The Alphas of the pack. They are the final decision in anything realted to the pack that is of importance although they trust that the second and third in command can also make smaller decisions.
COMMANDER. Second in command.
GENERAL. Third in command.
PREDATORS. They are the hunters of the pack and the defenders, usually more aggressive and stronger than that of the Seekers, they are the first line of defense. If there is no High Predator they answer to the Commander.
SEEKERS. The scouts of the pack and the second line of defense. These canines are stealthy and are usually more laid-back individuals who are used for speed and quick thinking rather than brawn. If there is no Lead Seeker they answer to the General.
SAINTS. The healers and caretakers of the pack, they tend to the wounded, go on scouting and hunting parties for support, as well as take care of the pups when they are in the dens.
CORPORALS. They are in charge of keeping the dens neat and supplies in order. They usually stay in the Nilda lands and will fill in spots where needed. They are commoners although they are an important part of the pack.
PRIVATES. If you looked at ranks in comparison to the shifters these are like Tenderfoots, they are new to the pack or have just grown out of their ranks as pups. They are still learning and deciding what rank is right for them.
PUPS. These are the children of the pack, the ones who are not yet ready to make it and be in any position of power. They are to stay within the lands and not venture out from the lake.
COMMANDER. Second in command.
GENERAL. Third in command.
PREDATORS. They are the hunters of the pack and the defenders, usually more aggressive and stronger than that of the Seekers, they are the first line of defense. If there is no High Predator they answer to the Commander.
SEEKERS. The scouts of the pack and the second line of defense. These canines are stealthy and are usually more laid-back individuals who are used for speed and quick thinking rather than brawn. If there is no Lead Seeker they answer to the General.
SAINTS. The healers and caretakers of the pack, they tend to the wounded, go on scouting and hunting parties for support, as well as take care of the pups when they are in the dens.
CORPORALS. They are in charge of keeping the dens neat and supplies in order. They usually stay in the Nilda lands and will fill in spots where needed. They are commoners although they are an important part of the pack.
PRIVATES. If you looked at ranks in comparison to the shifters these are like Tenderfoots, they are new to the pack or have just grown out of their ranks as pups. They are still learning and deciding what rank is right for them.
PUPS. These are the children of the pack, the ones who are not yet ready to make it and be in any position of power. They are to stay within the lands and not venture out from the lake.
[/PTab]
[PTab=ANTHRO GRPS]
nakoma tribe -- the outcasts
The Nakoma Tribe is comprised entirely of Anthromorphs who have otherwise been shunned and persecuted by other groups in the Menagerie. It is lead by Zephyr Woodwind, who before founding the tribe had lead another group of Anthros called The Bestia. They were annihilated by the Carna Ring in a great war, and so the Nakoma is a second chance at redemption for any Anthros who would join it. The group, though still struggling to get on its feet, are as close-knit as any other, brought together by their shared struggles to have Anthros seen as equals, rather than abominations. They are first and foremost peaceful-minded, though they are not afraid to fight back when threatened in order to ensure that they are never wiped from the face of The Menagerie again.
{
CHIEF. The leader of the Nakoma Tribe. The Chief looks out for the well-being of all the tribe members, keeping an eye of all the on-goings and ensuring that everything runs smoothly. The chief may often leave regulating patrols to the Major, but has final say on all matters. The decision to raid or go to battle is almost wholly up to the Chief. All other major decisions are to be made by the Chief.
MAJOR. The major is the second in command; he or she is usually in charge of assigning patrols, however they take direct orders from the Chief. In the absence of the Chief, the Major may be left in charge of the Tribe. All Warriors and Outriders report their findings to the Major, who then makes a report to the Chief of important details, etc.
WARRIORS. Warriors are the muscle of the tribe. When Apprentices train, Warriors and Outriders often evaluate them and pick out which path may be the most beneficial for the tribe. Those chosen to be Warriors are the strongest and most skilled fighters. When the Tribe is in danger, the Warriors are on the front-line and in charge of protecting it. Some Warriors are even sent to escort other members of the tribe if they need to make a journey away from the District. Warriors are the main hunters of the Tribe.
OUTRIDERS. Similar to the Scouts in the Rings, the Outriders are responsible for patrolling and defending the Nakoma borders. They are basically the first-line of defense, so they must be skilled in fighting as well as stealth. Many are posted along the perimeter of the junkyard as well as in the Observation Towers. Outriders also keep a look out for food along the way, but it isn’t their main priority.
APPRENTICES. Apprentices are those in training to become a valuable part of the tribe. Whether they are Cubs aged old enough to train, or inexperienced new Anthros in the Menagerie, they are guided by the other members of their Tribe to find their path. Apprenticies can usually get a good feel for their skills at the beginning of their training, and Warriors and Outriders can help them pinpoint their future path.
HEALERS. Basically like the Medics; often have the skill “healing,” but not required. They have basic medical knowledge and tend to the sick and injured. Healers often accompany scouting and hunting patrols in case of attack or emergencies.
CUBS. Cubs are the youngest members of the tribe, under 10 years old. They are often found in the Hovel where it’s safe, or when they’re a bit older, they can help out around camp with simple tasks like bringing food and water to the injured and assisting in minor chores. Only when they are older can they be made into an Apprentice.
ranks
}CHIEF. The leader of the Nakoma Tribe. The Chief looks out for the well-being of all the tribe members, keeping an eye of all the on-goings and ensuring that everything runs smoothly. The chief may often leave regulating patrols to the Major, but has final say on all matters. The decision to raid or go to battle is almost wholly up to the Chief. All other major decisions are to be made by the Chief.
MAJOR. The major is the second in command; he or she is usually in charge of assigning patrols, however they take direct orders from the Chief. In the absence of the Chief, the Major may be left in charge of the Tribe. All Warriors and Outriders report their findings to the Major, who then makes a report to the Chief of important details, etc.
WARRIORS. Warriors are the muscle of the tribe. When Apprentices train, Warriors and Outriders often evaluate them and pick out which path may be the most beneficial for the tribe. Those chosen to be Warriors are the strongest and most skilled fighters. When the Tribe is in danger, the Warriors are on the front-line and in charge of protecting it. Some Warriors are even sent to escort other members of the tribe if they need to make a journey away from the District. Warriors are the main hunters of the Tribe.
OUTRIDERS. Similar to the Scouts in the Rings, the Outriders are responsible for patrolling and defending the Nakoma borders. They are basically the first-line of defense, so they must be skilled in fighting as well as stealth. Many are posted along the perimeter of the junkyard as well as in the Observation Towers. Outriders also keep a look out for food along the way, but it isn’t their main priority.
APPRENTICES. Apprentices are those in training to become a valuable part of the tribe. Whether they are Cubs aged old enough to train, or inexperienced new Anthros in the Menagerie, they are guided by the other members of their Tribe to find their path. Apprenticies can usually get a good feel for their skills at the beginning of their training, and Warriors and Outriders can help them pinpoint their future path.
HEALERS. Basically like the Medics; often have the skill “healing,” but not required. They have basic medical knowledge and tend to the sick and injured. Healers often accompany scouting and hunting patrols in case of attack or emergencies.
CUBS. Cubs are the youngest members of the tribe, under 10 years old. They are often found in the Hovel where it’s safe, or when they’re a bit older, they can help out around camp with simple tasks like bringing food and water to the injured and assisting in minor chores. Only when they are older can they be made into an Apprentice.
[PTab=ROGUE GRPS]
haven
A small family group of cautious people who do not give out trust easily. They would rather get by without being noticed, and do not seek any power or influence in the dome. Outsiders are not currently welcome and will be asked to keep away.
{
Private invitation only; Characters must be trusted by Casey and Sascha.
joining rules
}Private invitation only; Characters must be trusted by Casey and Sascha.
[/PTab]
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