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Post by Greymuzzles on Jun 18, 2013 11:54:49 GMT 1
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Post by Greymuzzles on Jun 18, 2013 16:28:36 GMT 1
Clan Life
Common Attributes Large paws Lightly webbed toes Large, highly streamlined bodies. Double fur layer – dense undercoat and oily, highly waterproof outer coat.
Clan strength: Stamina
Overview
At first glance, the typical Waterclanner appears to be little different from an average Valley Cat. They are large, it is true, but when considered alongside Stoneclan and Treeclan they are little more than the middle trait; cats not quite small or short enough to be outclassed by Treeclan Birds, but not large enough to outclass Stoneclanners or Treeclan Boars. Many – particularly Waterclan themselves – have theorised that this has resulted from the ‘especially high’ diversity of body types and clan origins that comprised their founders, but it is more likely the consequence of their increasingly sea-faring lifestyles, and the subsequent selection of ‘ocean-friendly’ traits.
Excluding the decidedly streamlined structure of almost all Waterclan bodies, these ocean-friendly traits are of a subtler nature than feline size. The most obvious and widespread of the clans adaptations is a double fur layer, noticeable as an unusually thick, wiry coat and a seemingly permanent sheen. It is for this that the clan is most widely known and recognised, and to this that their affiliation with water is commonly attributed. However, even the youngest of Waterclanners know that the fur is only part of the story – little more than the temperature control to support the underlying mechanisms. The real treasure is the Waterclan paw; appendages that often appear a little too big for their owners, and conceal the increasingly common (and pronounced) webbing between Waterclan toes.
Without these traits, the cats of this clan would likely still be limited to the rivers and ocean surf, and be at the mercy of their frequently limited terrestrial prey. Instead they are able to collect the majority of their fresh kill from the rivers and ocean shallows, and frequently scorn both terrestrial prey and those who hunt it. This coincides with the development of their aquatic traits, and the increasing number of Waterclan cats who now brave the deeper water beyond their shores; ground that offers rich hunting for those who know how to use it, but also a significantly increased chance of injury and death.
Fortunately for Waterclan, few outsiders are aware of the dangers involved with their oceanic hunts, or realise how few of their number can risk the depths. To the rest of the Valley they are all masters of sea and surf, and as a consequence they tend to be viewed with a certain amount of awe – not to mention a degree of weariness for their legendary tempers. These are felines to be cautious of, for though they are oft ‘finicky, prissy little surf-dancers’, they are also perfectly capable of putting up a fight, and as volatile as the ocean itself. Customs
Leader & Deputy Roles - Waterclan’s Leader might almost be viewed as a figurehead, for they make relatively few major decisions off their own back, and appear to have little power beyond the heading of clan ceremonies and ability to talk for their clan at gatherings. However, this is largely derived from the clans more diplomatic set-up: a relic of their ancestor’s memories of tyranny - With the exception of naming ceremonies, Waterclan Leader is obligated to confer with their deputy and (if possible) elders before making any major decisions on behalf of their clan. Such decisions that are made without such discussion can be overthrown at the word of deputy and elder, and are liable to shake the clan’s faith in the integrity of their leader. Though such events are uncommon, they have the potential to be devastating in their impact, for even kits know something of what happened before the Survivors left their original home, and all are terrified of such events replaying within the Valley.
- For the most part, the leader exists to play mediator and guardian. He is expected to maintain good relationships with all members of his clan and remain ready to stand alone in the face of any threat. Should the clan go to war, it is he who must be at their head throughout the assault, and their backs throughout the retreat, and should the clan face any non-feline threat, it is he who must face it first, and find the solution on behalf of his cats.
- Waterclan’s Deputy is, first and foremost, the voice of reason. They exist to maintain order when the leader cannot, and to provide advice when the leader must make a major decision on behalf of their clan. For this reason they must be at once respected by their leader and trusted by their clanmates, for this is the only way that their voice is sure to be heard, and their words taken into account.
- Whilst the Leader should always be first to face any new threat, the Deputy is expected to remain further into the wings. They are essentially the clans safety net; the cat charged with relaying commands to their peers, guiding the clan in their leaders stead, protecting the camp in the leaders absence , and taking the lead – in both command and defence – should their leader fall. Affinity with Water & Learning to Swim - Most Waterclan kits are either born with an innate fascination for water (manifested to varying degrees) or develop such an interest as they age, see cats using the clan pool and hear about fishing trips. Those that never gain a fondness for water, or develop a fear that they cannot shake, are typically looked upon with a mixture of confusion, pity and scorn, and will be repeatedly pushed to attempt swimming, or at least brave the surf, throughout their lives.
- Waterclan cats first enter the water as kits, when their mothers encourage them to paddle close to the banks of the pool that lies within camp, then steadily encourage them towards said pools heart as they age. Though kits younger than four moons are forbidden from approaching the water’s edge with adult supervision, all older individuals are free to play within the pool as they wish, and will often spend increasingly large proportions of their time swimming as they near their apprenticeship.
- Following their apprentice ceremony, young cats are quickly introduced to the more sluggish regions of Waterclans many rivers and streams, and taught how to respond to undercurrents and moving water. They are also introduced to the edges of the surf within the first week of training, but forbidden from going beyond paw depth for at least one moon.
- Once cats are confident with sluggish river regions they are introduced to more active, dangerous stretches of water and taught how to face strong currents and the many hidden dangers of the rivers. As a general rule, they also begin learning how to hunt within the ocean shallows, though they are forbidden from approaching the coast without supervision. This is often the most lengthily part of the process, but also the most diverse, for mentors steadily increase the depth and risk of their chosen training spots at their apprentices advance.
- If a cat is apprenticed to a Deep Hunter, or a warrior has coaxed some extra training from a Deep Hunter, then they will eventually be guided beyond the waves. This is by far the most dangerous part of a cats training, and is consequently offered only to the strongest swimmers – cats who have proven themselves extremely adept at Shallow Hunting, and are at least ten moons of age. Use of the Ocean - Although Waterclan obtains the majority of its prey from aquatic sources throughout the year, and use rivers year-round, there is a high degree of seasonality in their use of the ocean.
- Mid-Late Newleaf (plankton bloom): Prey (and predator) levels increase. Shallow Hunters begin to spend more time hunting within the shallow oceans, but largely focus their efforts on rivers, streams and upper delta. Deep Hunters predominantly hunt within rough rivers and Water Forest, but largely ignore deep oceans (unless practicing or training another cat).
- Late Newleaf-Late Greenleaf (shallows & deeps populated): Those Shallow Hunters that are strong enough swimmers spend the majority of their time hunting in shallow seas. Rivers and streams become the territory of weaker swimmers. Deep Hunters hunt almost exclusively within the deep oceans and Water Forest.
- Leaf-fall-Early Leafbare (end of plankton bloom): Prey (and predator) levels begin to decline, leading to subsequent decline in use of ocean. Shallow Hunters largely return to river and streams by mid-leaf-fall, whilst Deep Hunters increase their use of the Water Forest and decrease their use of deep seas as season progresses.
-Mid Leafbare-Mid Newleaf: Shallow Hunters almost exclusively hunt in rivers and streams, ignoring the ocean. Deep Hunters mostly ignore deep seas, focusing their efforts on the Water Forest and rougher regions of the river network. Hunting Waterclan uses four hunting methods, namely;
Land Hunting: typically of small rodents. This is generally used as a supplementary form of foraging, with few Waterclan cats bothering to master or teach the tracking, stalking and pouncing skills required. As a result it is a rare skill within this clan, with only one or two cats per generation managing to master it.
Salt Hunting: So-called Salt Hunters are Waterclan cats who specialise in finding and collecting the crustaceans that live within the salt plains. As with land hunting, relatively few cats ever master this foraging style, but unlike its counterpart it remains quite common within the clan. Salt Hunting is used extensively when the ocean is too rough for fishing or the pickings are thin, and all apprentices are required to learn something of the art before they can become warriors.
Shallow Hunting: usually of wader birds, crustaceans and some small fish. As the name suggests, this involves hunting along the coast line, in shallow ocean waters and within the river. It is the most common type of hunting used by Waterclan, with virtually all cats being required to master it before they can become warriors. Note: Apprentices are banned from attempting Shallow Hunting without warrior supervision, and are not allowed to pass knee-height waves until they have proven that they are adept swimmers.
Deep Hunting: Although becoming increasingly common, Deep Hunting remains almost as rare as its land counterpart. This method involves traveling further into the ocean and diving for prey, making it an exceedingly dangerous means of hunting. As a consequence, no cat may attempt Deep Hunting unless they have been trained by, or are being trained and are supervised by, a proven Deep Hunter. As a further precaution, all cats are banned from Deep Hunting when the ocean is rough or the winds are high. Prey: Fish Eels Amphibians Crustaceans Small rodents
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Post by Greymuzzles on Nov 30, 2013 20:56:22 GMT 1
Territory
Map Coming soon…
Terrain Waterclan territories most prominent feature is sand dunes; they form a long, highly visible line across the heart of the territory, neatly cutting the land from east to west and dwindling only as coastland sands begin the transformation into the rocks, muds and grasses of the surrounding lands. This change is least obvious to the south, where these dunes merely flatten into an uneven stretch of frequently flooded beach, their sands growing darker as they near the ocean. This is a curious stretch of land that is wide only at its heart, with its edges dwindling into thin strips of shore before merging with the silt-laden delta (Salt Plain) of the west, and the shingle of the treacherous east.
Naturally, these eastern reaches of the beach are largely avoided, for the ground is hard on the paws; too hard for the soft pads of Waterclan cats. This trend continues along the entirety of the clans borders with Stoneclan, but with an added risk: the shingle grows larger and more jagged the further one travels from the coast, and the lands alongside grow similarly taller and unstable as the mountains come into their own. By the time one reaches the southern edges of Waterclan lands the mountain face is a near impassable sheet of sheer rock, the shadows at its base so deep that few cats dare to approach, and the looming sides so scarred that it takes no imagination to guess at the origin of the rock slabs huddling at its feet.
The story is quite different to the north-west, where sands give way to a struggling coastland plain, then to the ever-thickening edges of a plant-laden swamp. The ground here is at first firm, if a little damp, but it grows progressively softer as one draws nearer to the Waterclan-Mudclan border, where it becomes an ooze pungent and sticky enough to keep most of Waterclan’s somewhat fastidious cats at bay. This is a stretch akin to a no-man’s land; a patch vocally defended as theirs, but one scarcely used for hunting: a veritable heaven for furred and feathered prey. Notable Features
The Shallows To Waterclan, The Shallows represent the region of sea stretching from the coastline to shoulder-height waves (on calm Newleaf / Greenleaf days). It is an area virtually devoid of aquatic prey from mid-Leaf-fall to mid-Newleaf, and consequently ignored outside these seasons, but during Newleaf and Greenleaf it comes alive with invertebrates, crustaceans, small fish and a variety of wading birds, making it an ideal hunting spot. Unfortunately, the water is typically murky (a consequence of the sediment being unloaded by the nearby delta), meaning that cats need sharp eyes to spot their prey – not to mention the jellyfish that get pulled close to shore. The Deeps The Deeps represent the region of water from above chest-height waves to the Drop-Off, and is typically considered the most treacherous of Waterclan haunts. Throughout Leafbare it is largely barren and made mostly inaccessible by undercurrents and high winds, but it becomes a haven for Deep Hunters from mid-Newleaf onwards, when the plankton blooms and the oceans fill with prey. Though the deeps are made treacherous by the predators that flock in on the tails of migrating fish, the risk is more than compensated for by the array of sponges, seaweeds and anemones that colour the sand-and-rock seabed, and the many aquatic organisms that make this space their home.
Naturally, the dangers associated with The Deeps increases as one moves further from the shore, and the seabed draws further from the air. Closer to the Drop-Off it is near impossible for a cat to reach the ocean floor, and the number of large predators – animals that might pose a threat to the cats themselves – sharply increases. For this reason, only the most adventurous of Waterclanners risk straying into the deepest part of their range, and only a fool dares travel beyond. Drop-Off The Drop-Off marks the end of The Deeps, as Waterclan knows them, and the beginning of the Ocean. Unlike most other bordering features, this is a line that is easy to discern, for it is formed by the abrupt end of the rocky ledge to which Waterclan constrains themselves, and a seemingly bottomless chasm that yawns beyond. Those few brave souls who dive in this area are ‘treated’ to a vision of ghostly giants cruising far below, and, whilst it is possible that the water beyond this point is just as rich as that before, only fools dare to find out. And those that do almost never return. Water Forest {& Lagoon} The Water Forest is a region of the Deeps that exists to the far east of Waterclan territory, within a natural lagoon formed by the mountain face. Land access exists in the form of a narrow strip of rock – a path that has caused more than its fair share of injuries to the unwary cat – but most reach it via its mouth; a narrow gap within the rock that lurks just beyond the edge of The Shallows. Though Shallow Hunters are capable of accessing it, should they use due care, the Water Forest is the almost exclusive territory of Waterclan’s Deep Hunters: a region of clan ‘land’ of which they are evidently very fond.
The forest itself is a sizeable growth of kelp that offers prey throughout the year, though, as with the rest of the ocean, its bounty waxes and wanes according to season. It is at its best at the height of Greenleaf, when it is bristling with an array of crustaceans, colourful fish and starfish, but also frequently abandoned in favour of more highly seasonal Deeps. The Crab Pool A particularly deep tidal pool (~3 feet deep in its center during low tide) lying to the east of Waterclan’s coastline, just short of the Mountains base. It is known for being rich in prey throughout newleaf, greenleaf and leaf-fall, and occasionally offers sizeable catches during leafbare. Clams, scallops, snails, and other mollusks live in and around the pool from newleaf-leaf-fall, attracting flocks of birds that dig them out and pry them loose, providing Waterclaners with the opportunity to steal an easy meal, or catch some feathered prey. As an additional bonus, the area is littered with pebbles washed in by the sea and rocks flung down by the mountains, and these attract scores of crabs – many of which dig into the nearby sands, or else hide within the pool itself. Suggested by Gracie
Go here to suggest additional features for Waterclan Territory Camp Waterclan camp is placed a little east of the territories heart – as far from the Waterclan-Mudclan border as it is possible to get without leaving the safety of the dunes. These form an irregular natural wall around the smoother sands of the camp, providing protection from oceanic winds, plenty of shade from coastal suns and, of course, an ever-shifting hurdle for would-be attackers to traverse. Unfortunately, these benefits do not come without certain hefty costs; maintenance is a chore necessitating the careful back-digging of dunes that would otherwise reclaim their sheltered space, and the daily clearing of the one narrow passage into camp. As if that wasn’t bad enough, their little space becomes decidedly treacherous when the weather is bad, for it is not uncommon for high winds to cast up a sandstorm in camp, and not unheard of for the side of a poorly-managed dune to simply collapse under the weathers force, or its own weight.
These factors have shaped the structure of the camp, pressing everything towards its heart and leaving its unpredictable edges bear. Surprisingly, this flaw to their home suits most Waterclan cats, for it places everything of consequence along the banks of the pool-tipped river for which the space was chosen – allows the water-loving cats to swim and dive without enduring the boredom of walking. Even more importantly, this pool is without current or predator and is floored with gentle slopes: the perfect place for kits to play and learn those skills that will eventually turn them into masters of the surf.
The river has even provided the clan with homes, offering up the silt of centuries to form burrows beneath the sand. These have been constructed with the utmost care, their roof and sides shored with a craftily woven scaffolding of bleached wood and coastal plants. As with the dune walls, each den is carefully checked and repaired by warriors throughout the year, just as their grass floors are replenished whenever they begin to grow too brown.
The one exception to these sandy dens is the home of the leader; a sizeable cavern placed at the very tip of the pool. This is a space formed by the erosion of silt from beneath the roots of a twisted and ancient tree; a burrow whose roof is living wood, and walls shored with nothing more than dry plants. It faces out towards the camp entrance, the other dens at its back, and the soft ground at its mouth the sole property of the clan leader. It is, to all intents, a statement of one of Waterclans deepest beliefs: that the Leader is the defender; he who must face each danger first.
Unfortunately, the prestigious role declared by this dens placement is joined by a less savoury admission – the knowledge that the leader stands alone. Once placed at the mouth of the den there is no watching or joining with the rest of the clan; their activities are always behind the tree, just as the warrior is behind their leader in battle.
A similar statement is made by the placement of the medicine cats den; a sizeable burrow that stands directly opposite the clans single tree. This structure is placed at the back of the camp, its mouth facing out towards the rest of the space and allowing an unobstructed view of near everything that goes on. Just like the leaders den, it declares a double message to the world; he who heals is he who watches over all cats, but also he who stands aloof from battle - who fights last, if at all.
Other dens lie between the two extremes, their mouths facing towards the river that they love so much, and the cats mingling far more freely than those at their head and rear. Of course, the nature of ranks means that hierarchy and fitness has some effect on the den placement, but it is minor; merely the logical placement of kit and elders by medicine cat, and warrior and apprentice by leader. If there is any message here, it is merely that warriors are to protect their elderly neighbours, just as apprentices are charged with the guardianship of their infant friends. Additional Notes: - The fresh kill pile is kept in a small burrow, to protect it from the sand. - The medicine cat den, nursery and apprentice den lie along the eastern bank, whilst the elders den and warriors den are placed along the western bank. - All clan cats are free to use the north-facing roots of the tree as they wish, but the south-face of the tree may only be approached with the leader’s permission. - The north-facing branches of the tree are used for clan meetings
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