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- Pyrophyte
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Scratcher
5 posts
Rebuilding Warrior cats
Hi there! I have been rebuilding warrior cats, starting with each individual clan and branching out from there. So uh yeah.
Warriors is a long series by Erin Hunter about different clans of cats that must team up, battle, hunt, and travel to survive, while relying on or ignoring their ancestors, StarClan, and evil ancestors, the dark forest.
Table of Contents —>
i. WindClan (complete?)
ii. ThunderClan
iii. RiverClan
iiii. ShadowClan
V. SkyClan
Warriors is a long series by Erin Hunter about different clans of cats that must team up, battle, hunt, and travel to survive, while relying on or ignoring their ancestors, StarClan, and evil ancestors, the dark forest.
Table of Contents —>
i. WindClan (complete?)
ii. ThunderClan
iii. RiverClan
iiii. ShadowClan
V. SkyClan
- Pyrophyte
-
Scratcher
5 posts
Rebuilding Warrior cats
The New WindClan
New traditions:
- every clancat is invited to clan-wide hunts held every weekday. Weekends are not included.
- Warriors are expected to attend atleast 2 every week.
- Kits and elders are aloud to observe but must be accompanied by their parents/nurses/2 older (9-12 moon old) apprentices.
Expectations/extra:
1. A WindClan cat is tolerant and lets other believe what they want.
2. Starclan formed this code but WindClan shaped it.
3. Warriors must participate
4. Queens are expected to work together
5. A mentor can have up to 4 apprentices.
6. Young apprentices have less privileges than older apprentices.
7. All cats MUST participate in moving during nomadic seasons. Queens and elders can request for a helper.
Roles:
Newborn -0-1, not aloud out of nursery.
Young kit - 2-3 m, not aloud out of camp.
Older kit - 4-6 m, not aloud out of camp without TWO supervisors.
Young apprentice - 6-8 m, aloud out of camp with one supervisor 9 m. Or older.
Older apprentice - 9-12 m, aloud out of camp alone (twice a week only).
Young warrior - 13-20, no longer mentored but aloud out of camp alone twice a week.
Nurse - any age, helpers, especially for kits young apprentices queens elders etc. can be asked to supervise.
Queen - any age older than 12, mothers.
Warrior - hunters and soldiers of the clans. 20+
Mediator - during young warrior stage, they get training from deputy. In charge of solving smaller social problems and helping the other high-ranks. Trained in the basics for all high ranks.
Deputy - the leaders second, takes over when leader is gone/not present. In charge of sending out patrols.
Medic - the healer, works with the stargazer.
Stargazer - in charge of religion-related events and decoding StarClan’s omens.
Leader - must be older than 20 and have had an apprentice before.
Elder - respected, retired, 100+.
(All WindClan cats/most know that Starclan exists but not all choose to follow StarClan).
Highrank requirements:
Medics
- must have gotten healing training during young warrior stage, extending apprenticeship
- Passed both the BASIC 1 warriors test and ADVANCED 3 medic test during apprenticeship to pass on to young warrior healing training.
- Must be starclan approved
Mediator
- trained by anyone as an apprentice, recommended by their mentor to the deputy, trained by the deputy as a young warrior in mediating.
- Must be StarClan approved
- If your deputy happens to switch up to leader during your moons of mediator training, your mentor will continue to be that past deputy
Deputy
- must have had an apprentice
- Has been a full warrior for 10 moons, so older than 30
- Not required to be a good hunter/fighter; strategic and clever deputies are preferred as most work they do is social and for the clan.
- Starclan approved
- Preferably took strategy as a major, or mediating
Leader
- must have been a deputy for atleast 5 moons. Otherwise, they will continue being deputy until their time is up and the other highranks will lead.
- Approved by both the clan and starclan
- Preferably had a mediating major and/or strategy major.
- Preferably mentored by a cat of high-rank so they are familiar with the tasks.
Stargazer
- trained in stargazing as an apprentice and mediating as a young warrior
- Approved by starclan
- Certified by the other highranks
APPRENTICESHIP
- young apprentice: 6-9
- Old apprentice: 9-12
Apprentices can major in:
Healing
Hunting
Fighting
Stargazing
Mediating
Strategy (hardest, and always follows into young warrior hood, Advanced 1 on every major).
(Choosing a major does not choose your path, but instead sets you up for it).
Everyone is taught the basics of each major
Apprenticeship may continue into young warrior hood! In this case, one may choose the same elective or a new one to follow a specific path or gain new knowledge. Of course, continuing apprenticeship like this is not needed since as an apprentice every caught is taught what they need to survive.
Classes taught during apprenticeship but not offered as majors:
Building
Personal health
Respect & integrity, good character
Religion
Roles and ranks
The Moor Code
Other clans, settlements, groupings, creatures, and landmarks/territory are often topics as well.
Class difficulties: from easy to hard
Basic 1
Basic 2
Basic 3
Intermediate 1
Intermediate 2
Advanced 1
Advanced 2
Advanced 3
Your chosen major is a class that goes from intermediate 1 to advanced 3. Required classes are over taught to a level of basic 3, 2, or 1 based on the importance of the class.
- - -
KITHOOD
- Newborn: 0-1
- Young: 2-3
- Mature kit: 4-6
Mature kits are allowed to attend outside-of-camp events, while strictly being watched by TWO or MORE older-apprentice aged+ cats, parents preferred during uncurated events.
Young kits are allowed to roam the whole camp with ONE or MORE cats supervising.
Newborns are not aloud out of the nursery and must always have a QUEEN or NURSE with them at all times.
Kits are expected to start thinking about majors as they age! Talking with high-ranks and warriors and older cats about their past majors is highly recommended for success.
Kits will choose their major at the start of 6 moons and are assigned a mentor at around the middle-end of the moon during a StarClan-blessed ceremony.
Kit games —
Mossball tossball - teams are formed. At the end of a countdown from 3, kits throw mossballs at the opposing team. If hit with a mossball, you are out. If you throw a mossball past a line (drawn before the game) behind the opponent team, you get 3 points. If you hit a kit with a mossball, one point. A referee may be required to watch and count points.
Classic mossball - kits throw and catch a mossball or any soft item.
Hide n seek treasure - before the game starts, each kit finds some kind of pretty pr unique item in the camp. One kit hides it/one team hides them, and the other tries to find them within a certain amount of time. Since most kits are not the best at counting, their timer is when a chosen kit on the hiders team runs around the center clearing twice. At the end, if the items were not found, the hiders win. If they were found, the seekers win.
NURSING + PARENTING
Orphan litters are assigned at LEAST one nurse, at most 4 if it is a large donated litter, since loners and rogues or kittypets may donate their litters to WindClan.
Fathers in the books are easily forgotten and the mother do all of the work. In this case, the mother is the one nursing them, but both are there to play with the kits and teach them basic speaking and very basic athletic skills to set them up for the future. Nurses often end up with a mate that is also a nurse and find joy in caring for others litters, so queens that are no longer nursing can continue their warrior duties and still visit the nursery.
A queen can return to the warriors den once her kits are no longer considered newborn and know the layout of the camp, so they easily pad over to the warriors den if they need their parents. It is the queens choice if she wants to leave the nursery, but if she stays for more than 4 moons she must re-do basic fighting and hunting (basic 1 or basic 2, the queen and head nurse decide together what the queen needs).
HEAD NURSE
- the head nurse passes out tasks to nurses, guides new queens, does headcount’s every morning noon and evening for kits, and assigns supervisors to kits.
- The head nurse must have had either healing, mediating, or strategy as her major and must have gotten an excellence note for building.
(And excellence note is a note saved by the mediator and/or deputy and a cats past or present mentor that says that a cat not only passed a specific class but exceeded expectations).
An excellence note may also be earned during ‘mature’ kithood, apprenticeship, young warrior hood, and during any kind of training.
NOMADIC SEASONS
The most nomadic seasons are leaffall and newleaf.
Leaffall
- the clan constantly changes camps to more abundant areas as preparation for winter, at the end of the seasons, they burrow underground and insulate the burrows with feathers are leaves and prey-fur.
Newleaf
- constant rainstorms and thunder spooks the clan and flood lower-lying areas. The clan is always moving during storms to avoid the most severe spots.
Emergency moving
- most common during newleaf. During this time, kits are not aloud to walk and must be carried. Cats unfamiliar with the land must be accompanied by a nurse, elders must have a nurse supervising them, and kits must have both parents or two nurses watching their litter.
- The leader is in the front, the deputy is in the back, mediator and medic in the center, stargazer with the leader. Weaker cats in the center, stronger cats around the edges.
Casual moving
- most common during Leaffall. Unlike emergency moves, kits (‘mature’) are aloud to walk while supervised. Younger cats must be carried, and groups of 3 elders must have a supervisor. The clan travels slowly and more carefully, and so the structure is less defined.
Greenleaf
- cats must survive the heat and dryness. Sometimes, the clan will hold clan wide meetings at riverbanks to cool off, or in a heat wave, would move the camp to the river bank or even shallow waters in the most extreme situations.
Leafbare
- the coldest season! Unless the burrows suddenly become unsafe, the majority of the clan is staying in the same area and depending on drinking melted snow and eating from the leafbare cache. Warriors with hunting majors are still aloud to hunt in the snow, because in a hunting major class, navigation is part of the training.
THE MOOR CODE
Sections:
1. Common sense
2. Responsibility
3. Restrictions
4. Community
5. Hunting
6. Fighting
7. Healing
8. Supervising
9. Territory + the beyond
10. Punishments
1.1 be responsible
1.2 show proper manners (such as cleaning up after eating or dipping your head when another cat walks by to acknowledge them)
1.3 respect not only the high-ranks but all felines.
1.4 do not crowd, push, pressure, or assault a clan-mate.
1.5 do not act upon something unless given permission from your supervisor, head (like head of hunting, head of fighting, head nurse, leader, etc).
1.6 don’t just stop trying to learn after apprenticeship. Continue, continue trying to understand our lives.
2.1 all warriors must participate in 2 hunts and at LEAST 3 other patrols that are not for hunting (maybe guarding, border, herbs, resources) for every week unless excused by their head or a major, or an injury, illness, etc.
2.2 while supervising, a nurse is expected to focus on the cat they must supervise, and nothing else.
2.3 it is the elders responsibility to preserve myths, stories, and history.
2.4 all highranks and heads must atleast somewhat enjoy talking to each other/be able to talk with each other and communicate.
2.5 ALL cats within WindClan are expected to follow the code and learn it from an early apprentices or even mature kit age.
3.1 if your age, condition, etc prevents you from entering a specific part of WindClans territory or leaving the camp, please respect this rule as it is for your safety and others safety,
3.2 heads are never above highranks, all cats must respect all cats and LISTEN, especially to the cats above them.
3.3 cursing near young kits or at highranks/heads from anger, frustration, sadness, etc is NOT allowed.
3.5 cats that have not majored in healing are not aloud to try and heal anything more than their own small scratch, and are not allowed to try to attempt healing another cat. Even small scratches should be reported to a medic for safety reasons.
4.1 if any queen, kit, apprentice, elder, or nurse is hungry, you are expected to share or give your catch unless they disagree.
4.2 attending story-sharing (at dawn and dusk), which is sharing stories from the day and talking with clan-mates, is recommended and required for apprentices and older atleast once every 2 weeks.
4.3 if you truly cannot get along with a cat, please notify a mediator. If they cannot calm the tension, the deputy will be notified and will be unable to place you with the other cat.
4.4 value not only your own survival but others.
4.5 in the event of an emergency, notify a highrank, nurse, or head.
5.1 cats are expected to catch atleast one thing every hunting patrol they attend, and otherwise may be sent on an extra patrol. The moral of the story is to never return to camp empty-pawed after going on a hunting patrol. If you really have been unable to find a scent-trail or signs of prey, notify the deputy or stargazer. In the event that no cat is able to find food, the leader can call a meeting and announce a dry season (with the stargazers approval).
5.2 please kill your prey ethically
5.3 do not play with your food; it is gross and disgusting, if you find any insects, odd things, or poison in your prey, notify a medic if you already took a bite, and the deputy or mediator if you did not, immediately.
5.4 prey is expected to be sent to the cache or shared, please do not eat a medium-small to large piece of prey alone.
6.1 do not kill if it is not necessary.
6.2 a true warrior sacrifices their life for the perseverance of the clan.
6.3 all cats should be trained in basic 2 for fighting
6.4 felines are expected to listen to the leader, deputy, and mediator during events of war for the next actions.
6.5 do not start border battles; but do defend yourself.
6.6 use your skills for good, not evil.
7.1 do all you can to heal a cat, even if it costs your life.
7.2 NEVER deny a kit or elder of service! Even if they are not from WindClan.
7.3 report ALL injuries and illnesses to medics.
7.4 do not poison or deny a clan-mate.
7.5 do not sabotage the medicine storage, please ask before even touching the herb cache.
8.1 newborn kits are not allowed outside the nursery, young kits are not allowed out of the camp, and mature kits are not allowed out of camp without TWO or MORE supervisors. Kits that are young and playing in camo are recommended to be accompanied by another kit (but not required).
8.2 all elders must have 1 supervisor when walking out of camp, and 2 is recommended during high-heat dangerous or crowded days.
8.3 young apprentices should always be accompanied by a MENTOR or TWO older apprentices to roam the territory (lots of mentors have up to 4 apprentices, so this would be easy to find a supervisor to accompany you).
8.4 when visiting a StarClan-blessed place like the Moonplace, you must be accompanied by the stargazer and must have a good reason. On the way there, you are not allowed to eat.
8.5 nurses, older apprentices, young warriors, warriors, and queens can be supervisors. Younger-older kits can be supervisors for each other in the situation where they are playing in the camp.
9.1 the territory should be treated with respect, meaning you should not underestimate it. Do not litter with the bones of your prey, instead bury it like a civilized cat.
9.2 to leave the territory (for up to two weeks) you must have approval from the leader, two good reasons, and a companion if you are not a full on warrior.
9.3 different divisions of the territory are often blocked by the leaders rules in different seasons due to topography and storm flooding, fires and weather. Stay within the allowed division.
9.4 kits and elders should not leave the division the camp is in, even when supervised.
9.5 exploring past the borders, hunting in other clans territories, etc will result in punishment and is not honorable, even if you had a reason.
10.
10.1 all punishments are decided by the leader and mediator. If it is an apprentice being punished, the mentor gets to help decide as well. The mentor, healer, and stargazer as well must agree. Victims to the rule-break must agree with the punishment. If it a kit who breaks a rule, the mother can come up with a punishment. Your head (the cat that specializes in your current role) can also play a part in deciding.
10.2 only cats at full warrior age can be executed, only cats older than young apprentices can be exiled. A violator that is too young to be exiled can be sentenced to an exile once they turn a specific age, and must always be supervised. Exiles and executions should be very rare.
10.3 violent punishments (e.g. slashing an ear in half) should only be given to cats that committed to violent crimes.
10.4 a good punishment is personal to the violator. Assigning extra patrols and extra duties is not always efficient to get the point across.
10.5 the violator has NO say in their punishment.
Rules can be suggested by any-cat apprentice-age or older.
Rules are made official by the highranks, and can be promoted by heads.
APPEARANCES
+ remember, a role does not equal a personality
Appearance & traits
Windclan cats are either very tall or pretty short, but almost all end up lithe and sleek for efficiently running through the moors.
Taller cats are able to spot taller prey like deer grazing from above the grass, but smaller cats are able to hide in the vegetation and are naturals at stalking prey.
Windclan cats often have light-medium colored fur with stripes, dappled, or splotches to mimic the grass. They have short to medium for to easily navigate and quickly clean themselves. Many Windclan cats have tufts of fur on the base of their ears, ear tips, tail tips and top of tail, back, sides of head, top of head, etc. the tufts often look like bits of grass poking from the plants.
For genetic reasons, most WindClanners have hazel, brown, or yellow eyes, but because of donated and other-origin litters, anything is possible.
Tails are either very long or very short. Whiskers are large, and paws are medium-small, and claws are often shorter but still sharp. WindClanners use their claws to grab and pin prey, and ultimately kill with their canines. In addition, many WindClan cats have a white arrow-like marking on their chest and a trail of white above their nose.
(Note to add: Medics can have both medic apprentices and healing apprentices at the same time. Not all healing apprentices decide to train to become an actual medic for young warrior hood, and many decide to take it as a path to nursing or a different highrank, or even just for fun and the future.)
“ECONOMY”
There is not much of an economy, and instead a kind of Pokémon-style hobby that’s growing into something big.
The cats often trade things like accessories and bibelots. There are different tiers, and every item should be registered to like this:
Name of trinket // place found // how it was earned // date found // description // possible tier suggestions.
will reply about a week later with an official classification for your item, rarity level based on how many of it have been found over the moons, and its official (well made up I guess) name/title.
Trinkets can be gifted, traded, or bought using freshly caught prey. Trinkets are allowed to be traded out of the clan, and some cats get permits from the leader to leave the territory for the day for a trading convention in the loners territories or kitty-pet towns (though a cat is at risk of being abducted when walking in towns without caution).
Trinkets cannot be used to cop out of punishments, duties, etc. they cannot be used to find a supervisor.
BUILDING
Windclan has grown strong in building, as many cats died to the flood because of the poor quality of camp walls. Walls are made with stone, mud, and a leaf-water-cobweb mix. Reeds and tall grass and bracken are used to weave canopies for dens and to make the skeletons for nests/bowl-like structures. The bowl-like structures are filled with moss and feathers to be made into a moveable bed.
Most warriors sleep under the open sky, but kits, queens, elders, highranks usually own indoors offices and indoor nests for safety and efficiency and privacy reasons.
Majors in building are also taught the art of burrowing, which is a lot about structure and strength and being able to map out a structure in your head.
Burrowing for non-majors is often limited to digging, while building majors also focus on structure, predicting collapses and preventing events.
RELIGION
This is the most contradicting and controversial part.
Most WindClanners know/believe that StarClan exists, and a good amount follows their code and the Moor Code. The Moor Code is inspired by StarClan and adapted by WindClan, and is the bane of WindClan. Some cats choose to follow other beliefs, even while knowing StarClan is real. Not all cats believe they will go there, feel as if they will go to a place in between after death, or don’t believe that StarClan has the best judgement. Cats are encouraged to choose a following that fits them instead of going with the current because others are riding it.
Meanwhile, the religion-division is a common reason for small divisions and the forming of different groups within WindClan.the stargazer and mediator work together when it comes to topics like religions and beliefs and the public’s opinion on StarClan.
The stargazer is USUALLY a cat who follows StarClan, since StarClan prefers to talk to cats that follow them, but this may not always be the case.
PERSONAL
Health
We have covered many topics that mention that you should prioritize healing others, but when it comes to your health, you still should be serious.
Physical injuries should ALWAYS be reported to the medic, no matter the severity.
Counseling with another cat is highly encouraged! Especially cats being trained by the mediator (not all apprentices under the mediator want to become a mediator, as the mediator was just the current best choice for a general mentor, but may learn extra).
The medic and mediator often hold small meetings with different age groups at a time covering mental disorders, healing, and how to manage your life.
Choices
So far, there are a lot of categories and a lot of choices to make and ceremony certifications to receive. Here’s a timeline:
5 m. - chose your major
6 m. - become an apprentice
9 m. - now an older apprentice (no official ceremony)
12 m. - warrior ceremony
11-13 m. - choose young warrior major if wanted.
20 m. - now a full warrior, ceremony if you where still training.
100 m. - forced to retire/elder ceremony
you are expected to find a supervisor for yourself when you need one. You are not in charge of choosing a mentor, but giving the leader info on your learning and studying styles is recommended.
New traditions:
- every clancat is invited to clan-wide hunts held every weekday. Weekends are not included.
- Warriors are expected to attend atleast 2 every week.
- Kits and elders are aloud to observe but must be accompanied by their parents/nurses/2 older (9-12 moon old) apprentices.
Expectations/extra:
1. A WindClan cat is tolerant and lets other believe what they want.
2. Starclan formed this code but WindClan shaped it.
3. Warriors must participate
4. Queens are expected to work together
5. A mentor can have up to 4 apprentices.
6. Young apprentices have less privileges than older apprentices.
7. All cats MUST participate in moving during nomadic seasons. Queens and elders can request for a helper.
Roles:
Newborn -0-1, not aloud out of nursery.
Young kit - 2-3 m, not aloud out of camp.
Older kit - 4-6 m, not aloud out of camp without TWO supervisors.
Young apprentice - 6-8 m, aloud out of camp with one supervisor 9 m. Or older.
Older apprentice - 9-12 m, aloud out of camp alone (twice a week only).
Young warrior - 13-20, no longer mentored but aloud out of camp alone twice a week.
Nurse - any age, helpers, especially for kits young apprentices queens elders etc. can be asked to supervise.
Queen - any age older than 12, mothers.
Warrior - hunters and soldiers of the clans. 20+
Mediator - during young warrior stage, they get training from deputy. In charge of solving smaller social problems and helping the other high-ranks. Trained in the basics for all high ranks.
Deputy - the leaders second, takes over when leader is gone/not present. In charge of sending out patrols.
Medic - the healer, works with the stargazer.
Stargazer - in charge of religion-related events and decoding StarClan’s omens.
Leader - must be older than 20 and have had an apprentice before.
Elder - respected, retired, 100+.
(All WindClan cats/most know that Starclan exists but not all choose to follow StarClan).
Highrank requirements:
Medics
- must have gotten healing training during young warrior stage, extending apprenticeship
- Passed both the BASIC 1 warriors test and ADVANCED 3 medic test during apprenticeship to pass on to young warrior healing training.
- Must be starclan approved
Mediator
- trained by anyone as an apprentice, recommended by their mentor to the deputy, trained by the deputy as a young warrior in mediating.
- Must be StarClan approved
- If your deputy happens to switch up to leader during your moons of mediator training, your mentor will continue to be that past deputy
Deputy
- must have had an apprentice
- Has been a full warrior for 10 moons, so older than 30
- Not required to be a good hunter/fighter; strategic and clever deputies are preferred as most work they do is social and for the clan.
- Starclan approved
- Preferably took strategy as a major, or mediating
Leader
- must have been a deputy for atleast 5 moons. Otherwise, they will continue being deputy until their time is up and the other highranks will lead.
- Approved by both the clan and starclan
- Preferably had a mediating major and/or strategy major.
- Preferably mentored by a cat of high-rank so they are familiar with the tasks.
Stargazer
- trained in stargazing as an apprentice and mediating as a young warrior
- Approved by starclan
- Certified by the other highranks
APPRENTICESHIP
- young apprentice: 6-9
- Old apprentice: 9-12
Apprentices can major in:
Healing
Hunting
Fighting
Stargazing
Mediating
Strategy (hardest, and always follows into young warrior hood, Advanced 1 on every major).
(Choosing a major does not choose your path, but instead sets you up for it).
Everyone is taught the basics of each major
Apprenticeship may continue into young warrior hood! In this case, one may choose the same elective or a new one to follow a specific path or gain new knowledge. Of course, continuing apprenticeship like this is not needed since as an apprentice every caught is taught what they need to survive.
Classes taught during apprenticeship but not offered as majors:
Building
Personal health
Respect & integrity, good character
Religion
Roles and ranks
The Moor Code
Other clans, settlements, groupings, creatures, and landmarks/territory are often topics as well.
Class difficulties: from easy to hard
Basic 1
Basic 2
Basic 3
Intermediate 1
Intermediate 2
Advanced 1
Advanced 2
Advanced 3
Your chosen major is a class that goes from intermediate 1 to advanced 3. Required classes are over taught to a level of basic 3, 2, or 1 based on the importance of the class.
- - -
KITHOOD
- Newborn: 0-1
- Young: 2-3
- Mature kit: 4-6
Mature kits are allowed to attend outside-of-camp events, while strictly being watched by TWO or MORE older-apprentice aged+ cats, parents preferred during uncurated events.
Young kits are allowed to roam the whole camp with ONE or MORE cats supervising.
Newborns are not aloud out of the nursery and must always have a QUEEN or NURSE with them at all times.
Kits are expected to start thinking about majors as they age! Talking with high-ranks and warriors and older cats about their past majors is highly recommended for success.
Kits will choose their major at the start of 6 moons and are assigned a mentor at around the middle-end of the moon during a StarClan-blessed ceremony.
Kit games —
Mossball tossball - teams are formed. At the end of a countdown from 3, kits throw mossballs at the opposing team. If hit with a mossball, you are out. If you throw a mossball past a line (drawn before the game) behind the opponent team, you get 3 points. If you hit a kit with a mossball, one point. A referee may be required to watch and count points.
Classic mossball - kits throw and catch a mossball or any soft item.
Hide n seek treasure - before the game starts, each kit finds some kind of pretty pr unique item in the camp. One kit hides it/one team hides them, and the other tries to find them within a certain amount of time. Since most kits are not the best at counting, their timer is when a chosen kit on the hiders team runs around the center clearing twice. At the end, if the items were not found, the hiders win. If they were found, the seekers win.
NURSING + PARENTING
Orphan litters are assigned at LEAST one nurse, at most 4 if it is a large donated litter, since loners and rogues or kittypets may donate their litters to WindClan.
Fathers in the books are easily forgotten and the mother do all of the work. In this case, the mother is the one nursing them, but both are there to play with the kits and teach them basic speaking and very basic athletic skills to set them up for the future. Nurses often end up with a mate that is also a nurse and find joy in caring for others litters, so queens that are no longer nursing can continue their warrior duties and still visit the nursery.
A queen can return to the warriors den once her kits are no longer considered newborn and know the layout of the camp, so they easily pad over to the warriors den if they need their parents. It is the queens choice if she wants to leave the nursery, but if she stays for more than 4 moons she must re-do basic fighting and hunting (basic 1 or basic 2, the queen and head nurse decide together what the queen needs).
HEAD NURSE
- the head nurse passes out tasks to nurses, guides new queens, does headcount’s every morning noon and evening for kits, and assigns supervisors to kits.
- The head nurse must have had either healing, mediating, or strategy as her major and must have gotten an excellence note for building.
(And excellence note is a note saved by the mediator and/or deputy and a cats past or present mentor that says that a cat not only passed a specific class but exceeded expectations).
An excellence note may also be earned during ‘mature’ kithood, apprenticeship, young warrior hood, and during any kind of training.
NOMADIC SEASONS
The most nomadic seasons are leaffall and newleaf.
Leaffall
- the clan constantly changes camps to more abundant areas as preparation for winter, at the end of the seasons, they burrow underground and insulate the burrows with feathers are leaves and prey-fur.
Newleaf
- constant rainstorms and thunder spooks the clan and flood lower-lying areas. The clan is always moving during storms to avoid the most severe spots.
Emergency moving
- most common during newleaf. During this time, kits are not aloud to walk and must be carried. Cats unfamiliar with the land must be accompanied by a nurse, elders must have a nurse supervising them, and kits must have both parents or two nurses watching their litter.
- The leader is in the front, the deputy is in the back, mediator and medic in the center, stargazer with the leader. Weaker cats in the center, stronger cats around the edges.
Casual moving
- most common during Leaffall. Unlike emergency moves, kits (‘mature’) are aloud to walk while supervised. Younger cats must be carried, and groups of 3 elders must have a supervisor. The clan travels slowly and more carefully, and so the structure is less defined.
Greenleaf
- cats must survive the heat and dryness. Sometimes, the clan will hold clan wide meetings at riverbanks to cool off, or in a heat wave, would move the camp to the river bank or even shallow waters in the most extreme situations.
Leafbare
- the coldest season! Unless the burrows suddenly become unsafe, the majority of the clan is staying in the same area and depending on drinking melted snow and eating from the leafbare cache. Warriors with hunting majors are still aloud to hunt in the snow, because in a hunting major class, navigation is part of the training.
THE MOOR CODE
Sections:
1. Common sense
2. Responsibility
3. Restrictions
4. Community
5. Hunting
6. Fighting
7. Healing
8. Supervising
9. Territory + the beyond
10. Punishments
1.1 be responsible
1.2 show proper manners (such as cleaning up after eating or dipping your head when another cat walks by to acknowledge them)
1.3 respect not only the high-ranks but all felines.
1.4 do not crowd, push, pressure, or assault a clan-mate.
1.5 do not act upon something unless given permission from your supervisor, head (like head of hunting, head of fighting, head nurse, leader, etc).
1.6 don’t just stop trying to learn after apprenticeship. Continue, continue trying to understand our lives.
2.1 all warriors must participate in 2 hunts and at LEAST 3 other patrols that are not for hunting (maybe guarding, border, herbs, resources) for every week unless excused by their head or a major, or an injury, illness, etc.
2.2 while supervising, a nurse is expected to focus on the cat they must supervise, and nothing else.
2.3 it is the elders responsibility to preserve myths, stories, and history.
2.4 all highranks and heads must atleast somewhat enjoy talking to each other/be able to talk with each other and communicate.
2.5 ALL cats within WindClan are expected to follow the code and learn it from an early apprentices or even mature kit age.
3.1 if your age, condition, etc prevents you from entering a specific part of WindClans territory or leaving the camp, please respect this rule as it is for your safety and others safety,
3.2 heads are never above highranks, all cats must respect all cats and LISTEN, especially to the cats above them.
3.3 cursing near young kits or at highranks/heads from anger, frustration, sadness, etc is NOT allowed.
3.5 cats that have not majored in healing are not aloud to try and heal anything more than their own small scratch, and are not allowed to try to attempt healing another cat. Even small scratches should be reported to a medic for safety reasons.
4.1 if any queen, kit, apprentice, elder, or nurse is hungry, you are expected to share or give your catch unless they disagree.
4.2 attending story-sharing (at dawn and dusk), which is sharing stories from the day and talking with clan-mates, is recommended and required for apprentices and older atleast once every 2 weeks.
4.3 if you truly cannot get along with a cat, please notify a mediator. If they cannot calm the tension, the deputy will be notified and will be unable to place you with the other cat.
4.4 value not only your own survival but others.
4.5 in the event of an emergency, notify a highrank, nurse, or head.
5.1 cats are expected to catch atleast one thing every hunting patrol they attend, and otherwise may be sent on an extra patrol. The moral of the story is to never return to camp empty-pawed after going on a hunting patrol. If you really have been unable to find a scent-trail or signs of prey, notify the deputy or stargazer. In the event that no cat is able to find food, the leader can call a meeting and announce a dry season (with the stargazers approval).
5.2 please kill your prey ethically
5.3 do not play with your food; it is gross and disgusting, if you find any insects, odd things, or poison in your prey, notify a medic if you already took a bite, and the deputy or mediator if you did not, immediately.
5.4 prey is expected to be sent to the cache or shared, please do not eat a medium-small to large piece of prey alone.
6.1 do not kill if it is not necessary.
6.2 a true warrior sacrifices their life for the perseverance of the clan.
6.3 all cats should be trained in basic 2 for fighting
6.4 felines are expected to listen to the leader, deputy, and mediator during events of war for the next actions.
6.5 do not start border battles; but do defend yourself.
6.6 use your skills for good, not evil.
7.1 do all you can to heal a cat, even if it costs your life.
7.2 NEVER deny a kit or elder of service! Even if they are not from WindClan.
7.3 report ALL injuries and illnesses to medics.
7.4 do not poison or deny a clan-mate.
7.5 do not sabotage the medicine storage, please ask before even touching the herb cache.
8.1 newborn kits are not allowed outside the nursery, young kits are not allowed out of the camp, and mature kits are not allowed out of camp without TWO or MORE supervisors. Kits that are young and playing in camo are recommended to be accompanied by another kit (but not required).
8.2 all elders must have 1 supervisor when walking out of camp, and 2 is recommended during high-heat dangerous or crowded days.
8.3 young apprentices should always be accompanied by a MENTOR or TWO older apprentices to roam the territory (lots of mentors have up to 4 apprentices, so this would be easy to find a supervisor to accompany you).
8.4 when visiting a StarClan-blessed place like the Moonplace, you must be accompanied by the stargazer and must have a good reason. On the way there, you are not allowed to eat.
8.5 nurses, older apprentices, young warriors, warriors, and queens can be supervisors. Younger-older kits can be supervisors for each other in the situation where they are playing in the camp.
9.1 the territory should be treated with respect, meaning you should not underestimate it. Do not litter with the bones of your prey, instead bury it like a civilized cat.
9.2 to leave the territory (for up to two weeks) you must have approval from the leader, two good reasons, and a companion if you are not a full on warrior.
9.3 different divisions of the territory are often blocked by the leaders rules in different seasons due to topography and storm flooding, fires and weather. Stay within the allowed division.
9.4 kits and elders should not leave the division the camp is in, even when supervised.
9.5 exploring past the borders, hunting in other clans territories, etc will result in punishment and is not honorable, even if you had a reason.
10.
10.1 all punishments are decided by the leader and mediator. If it is an apprentice being punished, the mentor gets to help decide as well. The mentor, healer, and stargazer as well must agree. Victims to the rule-break must agree with the punishment. If it a kit who breaks a rule, the mother can come up with a punishment. Your head (the cat that specializes in your current role) can also play a part in deciding.
10.2 only cats at full warrior age can be executed, only cats older than young apprentices can be exiled. A violator that is too young to be exiled can be sentenced to an exile once they turn a specific age, and must always be supervised. Exiles and executions should be very rare.
10.3 violent punishments (e.g. slashing an ear in half) should only be given to cats that committed to violent crimes.
10.4 a good punishment is personal to the violator. Assigning extra patrols and extra duties is not always efficient to get the point across.
10.5 the violator has NO say in their punishment.
Rules can be suggested by any-cat apprentice-age or older.
Rules are made official by the highranks, and can be promoted by heads.
APPEARANCES
+ remember, a role does not equal a personality
Appearance & traits
Windclan cats are either very tall or pretty short, but almost all end up lithe and sleek for efficiently running through the moors.
Taller cats are able to spot taller prey like deer grazing from above the grass, but smaller cats are able to hide in the vegetation and are naturals at stalking prey.
Windclan cats often have light-medium colored fur with stripes, dappled, or splotches to mimic the grass. They have short to medium for to easily navigate and quickly clean themselves. Many Windclan cats have tufts of fur on the base of their ears, ear tips, tail tips and top of tail, back, sides of head, top of head, etc. the tufts often look like bits of grass poking from the plants.
For genetic reasons, most WindClanners have hazel, brown, or yellow eyes, but because of donated and other-origin litters, anything is possible.
Tails are either very long or very short. Whiskers are large, and paws are medium-small, and claws are often shorter but still sharp. WindClanners use their claws to grab and pin prey, and ultimately kill with their canines. In addition, many WindClan cats have a white arrow-like marking on their chest and a trail of white above their nose.
(Note to add: Medics can have both medic apprentices and healing apprentices at the same time. Not all healing apprentices decide to train to become an actual medic for young warrior hood, and many decide to take it as a path to nursing or a different highrank, or even just for fun and the future.)
“ECONOMY”
There is not much of an economy, and instead a kind of Pokémon-style hobby that’s growing into something big.
The cats often trade things like accessories and bibelots. There are different tiers, and every item should be registered to like this:
Name of trinket // place found // how it was earned // date found // description // possible tier suggestions.
will reply about a week later with an official classification for your item, rarity level based on how many of it have been found over the moons, and its official (well made up I guess) name/title.
Trinkets can be gifted, traded, or bought using freshly caught prey. Trinkets are allowed to be traded out of the clan, and some cats get permits from the leader to leave the territory for the day for a trading convention in the loners territories or kitty-pet towns (though a cat is at risk of being abducted when walking in towns without caution).
Trinkets cannot be used to cop out of punishments, duties, etc. they cannot be used to find a supervisor.
BUILDING
Windclan has grown strong in building, as many cats died to the flood because of the poor quality of camp walls. Walls are made with stone, mud, and a leaf-water-cobweb mix. Reeds and tall grass and bracken are used to weave canopies for dens and to make the skeletons for nests/bowl-like structures. The bowl-like structures are filled with moss and feathers to be made into a moveable bed.
Most warriors sleep under the open sky, but kits, queens, elders, highranks usually own indoors offices and indoor nests for safety and efficiency and privacy reasons.
Majors in building are also taught the art of burrowing, which is a lot about structure and strength and being able to map out a structure in your head.
Burrowing for non-majors is often limited to digging, while building majors also focus on structure, predicting collapses and preventing events.
RELIGION
This is the most contradicting and controversial part.
Most WindClanners know/believe that StarClan exists, and a good amount follows their code and the Moor Code. The Moor Code is inspired by StarClan and adapted by WindClan, and is the bane of WindClan. Some cats choose to follow other beliefs, even while knowing StarClan is real. Not all cats believe they will go there, feel as if they will go to a place in between after death, or don’t believe that StarClan has the best judgement. Cats are encouraged to choose a following that fits them instead of going with the current because others are riding it.
Meanwhile, the religion-division is a common reason for small divisions and the forming of different groups within WindClan.the stargazer and mediator work together when it comes to topics like religions and beliefs and the public’s opinion on StarClan.
The stargazer is USUALLY a cat who follows StarClan, since StarClan prefers to talk to cats that follow them, but this may not always be the case.
PERSONAL
Health
We have covered many topics that mention that you should prioritize healing others, but when it comes to your health, you still should be serious.
Physical injuries should ALWAYS be reported to the medic, no matter the severity.
Counseling with another cat is highly encouraged! Especially cats being trained by the mediator (not all apprentices under the mediator want to become a mediator, as the mediator was just the current best choice for a general mentor, but may learn extra).
The medic and mediator often hold small meetings with different age groups at a time covering mental disorders, healing, and how to manage your life.
Choices
So far, there are a lot of categories and a lot of choices to make and ceremony certifications to receive. Here’s a timeline:
5 m. - chose your major
6 m. - become an apprentice
9 m. - now an older apprentice (no official ceremony)
12 m. - warrior ceremony
11-13 m. - choose young warrior major if wanted.
20 m. - now a full warrior, ceremony if you where still training.
100 m. - forced to retire/elder ceremony
you are expected to find a supervisor for yourself when you need one. You are not in charge of choosing a mentor, but giving the leader info on your learning and studying styles is recommended.
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