The Lone Ones (Cat RP) - Open
Jul 1, 2017 23:29:32 GMT -5
FallenSnow, Hollywhiskers, and 3 more like this
Post by agamer on Jul 1, 2017 23:29:32 GMT -5
Story
Cats were tired of being held prisoner by Flatclaws. Cats were tired of being left to fend for themselves. Cats were just tired. How could they keep their independence, while still being there for each other? One large, pitch black tom with bright golden eyes called Moon started it all. He brought cats together into a group that let you be free. You had to provide for those who couldn't help themselves, but you were otherwise allowed to do as you pleased. A code was put into place, and so became The Lone Ones. Countless generations later, they're still together. But for how long?
Code of the Lone Ones
*The Heir must be a cat closely related to the Leader. If no close kin is alive, then a very good friend must substitute until one comes of age.
*Kits, queens, and elders must be taken care of before anyone else.
*Followers must do as their Guides say.
*The Leader must be protected at all costs.
*If the Leader were to die or step down, the Heir must take over.
*If there is no Heir, one must be appointed within that day.
*The Healer may have kits, but they cannot raise them.
*Kits that come to the age of 5 moons must be named a Follower.
*Members must be out of training for at least 3 moons before being assigned a Follower.
*Leaders don't train Followers.
Territory
Camp:
Other Territory: (Note: Only key places will be listed. The rest of the territory is forest.)
Cats were tired of being held prisoner by Flatclaws. Cats were tired of being left to fend for themselves. Cats were just tired. How could they keep their independence, while still being there for each other? One large, pitch black tom with bright golden eyes called Moon started it all. He brought cats together into a group that let you be free. You had to provide for those who couldn't help themselves, but you were otherwise allowed to do as you pleased. A code was put into place, and so became The Lone Ones. Countless generations later, they're still together. But for how long?
Code of the Lone Ones
*The Heir must be a cat closely related to the Leader. If no close kin is alive, then a very good friend must substitute until one comes of age.
*Kits, queens, and elders must be taken care of before anyone else.
*Followers must do as their Guides say.
*The Leader must be protected at all costs.
*If the Leader were to die or step down, the Heir must take over.
*If there is no Heir, one must be appointed within that day.
*The Healer may have kits, but they cannot raise them.
*Kits that come to the age of 5 moons must be named a Follower.
*Members must be out of training for at least 3 moons before being assigned a Follower.
*Leaders don't train Followers.
Territory
Camp:
Leader's Den: The Leader's Den is sheltered in a small thicket den in the back of camp.
Heir's Den: The Heir's Den is an abandoned fox hole, to the right of the entrance. No fox scent remains.
Healer's Den: The Healer's Den is large and made out of the strongest thickets in camp. There are small, dug out holes where herbs are kept along the walls inside. The Healer and their Follower make their nests in the very back, while their patients' are up front. It is to the left of camp entrance.
Battle Cats' Dens: Battle Cats are sorted into groups of four; each group has their own small den made of thickets. If there's no den for a new Battle Cat to reside in, they make a new one wherever they want in camp.
Hunting Cats' Dens: Same with the Battle Cats' Dens, except theirs are slightly larger.
Food Place: The Food Place is where kill-meat is kept. It consists of two logs and four stones, which are in the middle of camp. Kill-meat is placed on top of one of them, or it's considered inedible. Three or four pieces of kill-meat can fit on each log, while only one or two can fit on the stones.
Retired Cats' Log: The Retired Cats don't get a den, but a large log that is completely hollowed out. Inside is enough space for 5 or 6 cats to stay. It has no sort of hole or crack, so any cat on the inside of it remains dry in all weather. It's to the direct left of the Leader's Den.
Kits' Den: The kits' den is small and made out of strong thickets. It has enough space so that up to 4 she-cats and their kits can stay. It's right next to the Heir's Den.
Heir's Den: The Heir's Den is an abandoned fox hole, to the right of the entrance. No fox scent remains.
Healer's Den: The Healer's Den is large and made out of the strongest thickets in camp. There are small, dug out holes where herbs are kept along the walls inside. The Healer and their Follower make their nests in the very back, while their patients' are up front. It is to the left of camp entrance.
Battle Cats' Dens: Battle Cats are sorted into groups of four; each group has their own small den made of thickets. If there's no den for a new Battle Cat to reside in, they make a new one wherever they want in camp.
Hunting Cats' Dens: Same with the Battle Cats' Dens, except theirs are slightly larger.
Food Place: The Food Place is where kill-meat is kept. It consists of two logs and four stones, which are in the middle of camp. Kill-meat is placed on top of one of them, or it's considered inedible. Three or four pieces of kill-meat can fit on each log, while only one or two can fit on the stones.
Retired Cats' Log: The Retired Cats don't get a den, but a large log that is completely hollowed out. Inside is enough space for 5 or 6 cats to stay. It has no sort of hole or crack, so any cat on the inside of it remains dry in all weather. It's to the direct left of the Leader's Den.
Kits' Den: The kits' den is small and made out of strong thickets. It has enough space so that up to 4 she-cats and their kits can stay. It's right next to the Heir's Den.
Other Territory: (Note: Only key places will be listed. The rest of the territory is forest.)
Flatclaw Nest: There's a big flatclaw nest made of wood in the territory. The flatclaws have no kits, but they sometimes come and mess around in the forest. Followers aren't allowed to go here without a Battle Cat. The Flatclaw Nest marks the northern border of The Lone Ones' territory.
Dirty Water: The Dirty Water is a big pond with murky green-brown water. It has lots of flatclaw rubbish floating in it. Fishing here is nowhere near recommended. Beyond it are a few flatclaw nests, but they're still a distance away. The Dirty Water marks the western border of The Lone Ones' territory.
Fighting Place: The Fighting Place is a large clearing that is used for battle practice. No prey can be found here. It's found right behind camp.
Hunting Place: While plenty of prey can be found elsewhere, the Hunting Place is the best way to go when all is scarce. It's a thick woodland with lots of undergrowth. Something can be found on a hunt, usually enough for every cat; often much more. It's in between the camp and the southern border.
Eastern/Southern Borders: The Eastern and Southern Borders don't have any key place with them; they're just normal forest. The only way you can tell they're borders is from scent markers, which usually have to be stronger here than the other two.
Dirty Water: The Dirty Water is a big pond with murky green-brown water. It has lots of flatclaw rubbish floating in it. Fishing here is nowhere near recommended. Beyond it are a few flatclaw nests, but they're still a distance away. The Dirty Water marks the western border of The Lone Ones' territory.
Fighting Place: The Fighting Place is a large clearing that is used for battle practice. No prey can be found here. It's found right behind camp.
Hunting Place: While plenty of prey can be found elsewhere, the Hunting Place is the best way to go when all is scarce. It's a thick woodland with lots of undergrowth. Something can be found on a hunt, usually enough for every cat; often much more. It's in between the camp and the southern border.
Eastern/Southern Borders: The Eastern and Southern Borders don't have any key place with them; they're just normal forest. The only way you can tell they're borders is from scent markers, which usually have to be stronger here than the other two.