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#Post#: 876--------------------------------------------------
A GUIDE TO THE TRIBE OF RUSHING WATER [do not post on this
thread]
DIR By: mocking
Date: November 24, 2012, 6:14 pm
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[center][font=georgia][glow=red,2,300]THE TRIBE OF RUSHING WATER
?![/glow]
[IMG]
HTML http://i48.tinypic.com/35ckaih.jpg[/img]
Contents ||
--About the ToRW
-- History
--Ranks
-- Religion/Beliefs
-- Alliances/Enemies
-- Surroundings/territory
-- Current HP list
Also, please don't post on this thread C: If you have any
questions/there's an update, please PM me C:
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Greetings, young traveler. Welcome to the Tribe of Rushing
Water. My name is Greenjay, leader of this Tribe. I assume you
want to know more, don't you? Follow me into the cave and I will
tell you all about it. You are welcome to join afterward, though
it is your choice. Everyone is very friendly, so don't act all
scared. I will make sure no one attacks you in my own camp. You
are welcome here--as long as you, yourself do not cause any
unnecessary trouble. Ready? Let me begin.
#Post#: 909--------------------------------------------------
Re: Tribe of Rushing Water GUIDE! [do not post, WIP]
DIR By: mocking
Date: November 24, 2012, 6:42 pm
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[center][font=georgia][glow=red,2,300]About Us ?![/glow]
The Tribe of Rushing Water is a peaceful Tribe, and we abide by
pretty much the same warrior code, though some are altered. Most
of the time, we keep out of unnecessary conflicts between the
main Clans--as our Tribe does not wish to participate in such
things that have nothing to do with us. However, unlike the main
Clans, our Healers are able to bear kits--as long as they have a
to-be or fellow Healer to take over the duty temporarily.
Otherwise, it doesn't really work. Our ranks are also different,
and we consider our ranks more sophisticated, if you will. Our
beliefs are also different, something we will get to later.
We accept cats from outside, however, they have to talk with one
of the upper authorities first. The Tribe of Rushing Water is
open to all levels of roleplaying, and the sky is the limit when
it comes to roleplaying. We accept animals of all kinds, though
first they must see one of the authorities. We have a code of
conduct here, and it is strictly enforced.
#Post#: 939--------------------------------------------------
Re: Tribe of Rushing Water GUIDE! [do not post, WIP]
DIR By: mocking
Date: November 24, 2012, 7:09 pm
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[center][font=georgia][glow=red,2,300]History ?![/glow]
Our history is quite complex. The founder of the Tribe of
Rushing Waters was a strong, firm tom--his name has been erased
from history, but his spirit still lingers above. He had a group
of cats which he formed the Tribe of Rushing Waters, and formed
ranks, liking the structure of the Clans but wanting to start
his own 'tyranny', if you will. He wanted more authority, and
him and his friends created a name for themselves, finally
joining the other Clans in the Gathering. At first, they weren't
really accepted, but overtime him and his Clan were daily
visitors at the Gathering.
However, a band of rogues attempted to kill the tom. The Chief
also does not carry nine lives, but simply only one, which we
will get more in depth in a different section. The tom was
killed, and his friends vowed to get revenge. As generations
progressed, some cats went on an expedition--which my parents
did not return from. No cats returned--they were gone. But who
knows. Maybe they were still alive. Finally, they had found a
suitable territory by a waterfall and switched their name to
"The Tribe of Rushing Water".
#Post#: 1137--------------------------------------------------
Re: Tribe of Rushing Water GUIDE! [do not post, WIP]
DIR By: mocking
Date: November 24, 2012, 8:48 pm
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[center][font=georgia][glow=red,2,300]Ranks ?![/glow]
There are many ranks in the ToRW, but once you know them, it
seems like a small amount. First off, our authorities (aka high
positions). First off, we have the Chief. The Chief's word is
law and he/she maintains leadership of the tribe. The chief must
appoint a Successor, Helper, and an advisor to begin with. Now
that we're on that track, Successors are second-in-line to the
Chief, kind of like a senior deputy that the Chief trusts. Sort
of like a heir to the throne, if you will. A Helper is a deputy.
The name sounds bland, but the position itself is an honor. The
Helper is next in line to be the Successor. An advisor, on the
other paw, advises the Chief on what to do or how to solve
problems. The advisor normally is third-in-line for deputy,
unless certain conditions prevail. Now, next we have Healers and
Healer to-be's. These are basically cats who heal the Tribe.
As for non-authority positions, first off, we have kits. They
are referred as kits, and when they reach 6 moons they can be a
to-be. Each to-be, at birth is chosen whether to be a
prey-hunter, a cave-guard, strategist, or a swiftspeed. You may
think it's unfair now, but it runs very smoothly. [note: you can
choose whether your cat is a prey-hunter, cave-guard, etc.]
Prey-hunters, are well, the cats who are lean and have speed as
well as cleverness. Cave-guards are the cats who are more suited
for fighting and we think are good guards in the future.
Strategists think of innovative ideas and tell the authorities,
while swiftspeeds are the fastest cats in the Tribe and send
messages.
Got it? Good.
#Post#: 1155--------------------------------------------------
Re: Tribe of Rushing Water GUIDE! [do not post, WIP]
DIR By: mocking
Date: November 24, 2012, 8:55 pm
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[center][font=georgia][glow=red,2,300]Religion/Beliefs?![/glow]
Ah, our beliefs make up a lot of our warrior code. First off,
Chiefs do not receive nine lives like the main Clan leaders.
Why? We believe that we should live one life to its fullest and
reflect on it in the afterlife. We don't strictly enforce any
beliefs on anyone, and everyone is free to believe anything they
wish to. Also, the heron is the sacred animal---no one must kill
it--you will face punishment. Everyone must abide that.
Second, healers are allowed to have kits as long as there is
another healer/healer to-be as well. Occasionally we will have
parties, so keep your eyes peeled. If the Chief has kits, the
Successor will temporarily take up the duty until the Chief is
ready to come back to her duty.
#Post#: 1159--------------------------------------------------
Re: Tribe of Rushing Water GUIDE! [do not post, WIP]
DIR By: mocking
Date: November 24, 2012, 8:59 pm
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[center][font=georgia][glow=red,2,300]Alliances/Enemies?![/glow]
We are neutral and don't have any enemies at the moment except
for rogues.
[Note: This post will be updated periodically.]
#Post#: 1219--------------------------------------------------
Re: Tribe of Rushing Water GUIDE! [do not post, WIP]
DIR By: mocking
Date: November 24, 2012, 9:44 pm
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[center][font=georgia][glow=red,2,300]Surroundings/Territory?![/glow]
We have a pretty complex territory. First off, we live in caves
behind a waterfall, caves that was formed by the clay that
formed from the waterfall. Ouch. That was a mouthful. But
anyhow, fish and water is plentiful. However, sometimes the
waterfall water can be blown by the wind, causing a flood. But,
we try our best to anticipate it and we weave brambles to create
sort of like a door to block out the water when there's a storm
or if it's windy. We also live on a mountainside that's abundant
with herons, our sacred animal, which is another reason why we
moved territories a long time ago. Generally, we do not let kits
outside of the caves due to the herons which can carry them
away, but sometimes there are exceptions--which is rarely.
Have any questions? Good.
#Post#: 1220--------------------------------------------------
Re: Tribe of Rushing Water GUIDE! [do not post, WIP]
DIR By: mocking
Date: November 24, 2012, 9:45 pm
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[center][font=georgia][size=5][glow=red,2,300]Current HP
list?![/glow]
[Note: This, too will update periodically.]
Chief: {Greenjay} That Camouflages In Leaves
Advisor:
Successor: Big {Fish} in Little Pond
Helper:
Healer:
Healer to-be:
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