BEASTS
and BLOOD

Brutal . Independant . Intense

LEADERS: Ratblood, RabidbloodWARLOCK: OryxhauntMEDICS: Bravebear, BlackberrymilkBLOODHOUND: Velvetpurr

Under the guise of night’s looming shadows and guided the teachings of The Dark Forest, the descendants of ShadowClan and BloodClan survive. Until recent moons, these nocturnal cats have suffered helplessly from inconsistent leadership and constant attacks from other factions. However, now that they are led by Rabidblood and Ratblood, their luck has seemingly turned. Making use of their size and peculiar mutations, Beast & Blood stand stronger and more unified than before; becoming persistent weeds, pushing back their competition with an impressive, bloody force.Cats born on the territory of this faction also heave hefty bodies, bulging with fantastical mutations that blend their feline features with bovine, birds and lizards. But heavy is the cost of these unique traits - as their territory’s high levels of radiation blooms into fouler things within their flesh. Infected and crawling with cancerous growths, they stubbornly hold onto the strength from their youth and continue to fight the world until their dying breath.


THE PACK

HIGHRANK : CO-LEADERS...
In Beast and Blood, the leaders take the suffix Blood instead of Star, a significant shift following their disownment of Starclan and the embrace of the Bloodmoon as their guiding force. This change also pays homage to the lineage of Bloodclan within their ranks, reflecting a deep connection to their heritage.
The faction is governed by two leaders, a legacy of the tumultuous history between Bloodclan and Shadowclan, who once merged to co-rule. This dual leadership ensures stability, allowing one leader to maintain authority even when the other is absent.
Unlike their predecessors, the leaders do not possess the gift of nine lives, severed from the blessings of Starclan. However, there remains a possibility of reincarnation or resurrection through the enigmatic Dark Forest. When one leader passes, the surviving leader is tasked with selecting their replacement before the next blood moon, ensuring a seamless transition of power and continuity in their fleadership.HIGHRANK : WARLOCK...
Warlocks are the spiritual cats. They act as the faction's main form of connection to the afterlife; they're experts at everything Bloodmoon, Dark Forest, and Starclan.
Warlocks are expected to not take mates or have kits, but they will not be punished if they do so. This is something imposed by the Dark Forest.
They are experts at watching the sky; they often know when a storm is approaching or how many days until the next Blood Moon. They should also know the signs of any approaching toxic smog that circulates through the city.
Warlocks should still be talented at offensive combat; they should be able to hold themselves against enemies.
HIGHRANK : WARLINGS...
Young warlocks in training, Warlings are apprentices to older Warlocks until they are given their Warlock name.
Warlings are always picked by the dark forest themselves around the age of 4-6 moons old.
They are both trained by the factions living Warlocks and then a Dark Forest cat whilst they sleep - usually a previous Warlock.

TIMEZONE : NIGHTTIME...
The accumulation of mutations has resulted in a significant portion of the faction developing heightened light sensitivity, making daylight a painful burden for many. Consequently, they have adapted to a strictly nocturnal lifestyle, thriving under the cover of darkness. The clan operates predominantly at night, utilizing the quiet and concealment of the shadows to navigate their world.

LIMITED RANK : MEDICS...
Medics of the clan are considered 'failed warriors' with little respect given to them. Healing isn't considered a valued skill, Beast and Blood cats are expected to die for their faction, die for their leader and lie for the survival of their clan. Medics prevent that and thus, are seen as more of a concerned pest, a "paternal" rank, the way a parent will nag a kit to wash behind the ear.
LIMITED RANK: BLOODHOUNDS…
Bloodhounds stand as the camp's protectors during daylight hours, ensuring every entry point remains watched and secured. Their presence alone is enough to deter would-be raiders, but their duties extend beyond mere defense. Ever alert, they also patrol the large botanical garden — the zoo itself included on less common occasions — for signs of suspicious scents. Under their watchful eyes, no movement goes unnoticed, making the camp a safer place.

CEREMOMIES : DEATHS...
When a member of Beasts and Blood passes away, their body is returned to the earth as a vital source of nourishment for the greenhouse. Laid to rest within the soil, they become one with the land, their essence absorbed by the thriving plants that flourish around them. This cycle of life and death is honored, as kin often choose to nurture a plant in memory of their deceased relatives or loved ones, creating a living tribute that continues to grow and thrive, embodying the spirit of those who have gone.
CEREMONIES : KIT to APP...
Every moon, kits engage in a ritualistic fight to demonstrate their readiness to embark on their apprenticeship. This tradition allows younger and stronger kits to showcase their skills, often enabling them to begin their training earlier than their littermates. The victorious kit may catches the attention of high-ranking members of the clan—be it leaders, bloodhounds, or seasoned warriors—who will often select the winning kit as their apprentice, marking the start of a promising journey in their warrior training.
CEREMONIES : APP to WARRIOR..
When apprentices are deemed ready, they are dumped into the wild, placed several days' journey away from the clan, within a wilderness or territory of the leaders choosing. This challenging rite of passage varies for each apprentice, ensuring that no two experiences are alike. By isolating them in unfamiliar surroundings, they are forced to rely solely on their instincts and skills for survival, preventing them from learning shortcuts or tricks.


CULTURE

MUSE : BEAR...
An escaped beast from the zoo, bears are rumoured to roam the city. Territorial roars are often heard throughout the city. Their founding leader was Bearstar the Brutal.

BLOODMOON KITS...
Kits born during the day of the Bloodmoon will be blessed by the clan's Warlock. They will have the blood of an animal - usually the animal the kit parents want their child to be associated with - smeared across their forehead. They are hoping to take the traits of this animal.
Kits born while the Bloodmoon is full and in the sky are believed to be reincarnated warriors from the Dark Forest.

MIDNIGHT FIGHT CLUB...
When the full blood moon hangs high, casting a deep red glow over the city and the clan is at its most restless, the cats gather at the heart of the abandoned zoo. At its center sits a stone enclosure where bears once prowled, caged for the amusement of Victorian captors. Now, the pit sits silent, its walls baring large beastly claw marks, a haunting reminder of the factions muse that were once confined within. The enclosure, sunken deep into the earth, is encircled by a low stone wall. Here, the cats perch in silence, their eyes glinting in the blood-hued moonlight as they peer into the depths below, waiting for what comes next in the hollow that now serves as their arena.
Cats enter these matches for different reasons, each drawn by their own motivations. Some seek to prove their worth to the clan, striving to earn respect and solidify their place in Beasts and Blood. Others spar for the thrill, using the fight to sharpen their instincts and refine their skills, while a few do it simply for the rush of pride—an ego boost to show off their prowess.
Victory in these fights comes with more than just fleeting glory.
Winners are often granted a wish or favor by one of the clan's leaders, a coveted reward that could change their fate. Along with this comes the admiration of their clanmates, respect that lingers like a shadow over the next few weeks. For some, a victory might even serve another purpose—capturing the attention of a desired mate through the brutal power displayed in combat.

COURTING: FIGHTS...
In a faction where emotions and passions run high, the art of romance and courtship can become all consuming. There is a huge culture around persuing a partner. The fight pit is often used as the first line of romance, to try and catch the attention of ones desired lover.
Outside of the fight pit, cats may butt heads - quite literally - if two cats attempt to court the same feline. They may lock horns and wrestle with their antlers.

COURTING: GIFTING...
Impressive prey items are used as bragging gifts: boars, dogs, snakes. Gifting your dangerous kill is a show of strength and skill!

KITS, PUPS, AND CUBS OH MY...
Due to the factions’ deep animalistic connections, they do not view the term "dog" as a derogatory comparison. Kittens are just as frequently referred to as cubs or pups as they are called kits.

BLOOD-PACTS...
Blood-pacts are seen as 'contracts' sealed by blood with the promise of more being spilt if the agreement is broken. Cats will cut their paws and press them together, exchanging blood. These are a serious affair and hold deep societal weight.

BELIEFS : DARK FOREST...
After the Extinction and the Waterless Flood, cats of Beasts and Blood have turned to worship the Dark Forest. They have a dedicated rank to uphold their connection to their dead ancestors. There is a sense of protection to be found in the worship of the Blood Moon.
The Dark Forest are a lot more involved with Beasts and Blood; they send signs to the Warlocks.
BELIEFS : SENIORSHIP...
Beasts and Blood cats have intense respect for older cats; they've proven that they can survive, and they know how to keep on living! You gain more respect with age; younger cats are at the bottom of the pecking order. Elders do not exist; cats will simply add "retired" to their existing rank. They will not be excluded from duties, but they will not be expected to perform them either.

TRAINING...
Training sessions are grueling, often stretching over several days, with endurance being the foremost lesson for cubs. Apprentices are always fed last in the clan, a harsh but purposeful practice meant to condition them for survival in tough environments. This fosters resilience, pushing them to become resourceful hunters, adept at securing their own meals.
Training is rigorous, often conducted with unsheathed claws. Bloodshed is a familiar sight, something kits must grow accustomed to swiftly. It serves as a stark reminder that survival in the wild is unforgiving, and strength must be earned.

SCARS...
In Beast and Blood, scars are worn as badges of honor, deeply admired and highly sought after. A cat adorned with many scars is seen as the pinnacle of attractiveness, a testament to their fearlessness and willingness to face danger head-on. When wounded, you either die to it, or gain it as a scar; Each scar tells a story of bravery, of battles fought and survived, marking them as seasoned warriors.
However, this desire for scars can breed arrogance. Some warriors, blinded by the pursuit of status, become reckless in battle, caring more about earning scars than mastering their craft—risking not just wounds, but their very lives and even though around them.Some ranks —like Bloodhounds— bare status-defining scars inflicted by the Clans leader to further flaunt their unique place amongst their fellow Warriors.

SELF-SUFFICENCY...
There is no prey-pile within Beast and Blood! Cats are expexcted to hunt for themselves, its seen as weak for a abled cat to have no other option but to rely on another for food. A mate or parent will provide for their other half or child as a sign of unity. This ties into the courting method of prey-gifting.

PLANT LOVERS...
Medics, though lacking in the respect of the rest of the faction, have other jobs besides simply just healing. The greenhouse the Beasts and Blood resides with has fertile soil and many plants that need to be tended to, and the Medics, benefitting the most from having herbs on paw, are willing to do so. Many Medics are taught to bury extra herbs beneath the ground and water them with wet moss; a basic introduction to agriculture.

APPREARNCE

BUILDS...
The ancient bloodlines of Shadowclan are still evident in the thick fur, substantial builds, and muscular physiques of its members. Much like the Maine Coon, these cats are impressively large and robust, towering over their counterparts in other factions.

RETRO ACCESSORIES...
Collars, harnesses, Chains, bandanas, and other old kittypet accessories aren't totally unseen in the camp, following old Bloodclan ways.

PLANTS...
The relationship between Beasts and Bones cats and plants is a unique one, yet they coexist in perfect harmony. Each cat adopts a plant as an accessory, nurturing it with care until the two gradually fuse into a single entity. This fusion creates a connection, allowing the plants to respond to their owner's condition—when a cat falls ill, the leaves of the plant become dull and weeping, mirroring the cat's health.
The faction thrives within a tropical botanical greenhouse, granting them access to a diverse array of flora, far beyond just native plants. They are not limited to a single plant; families may share multiple plants, whether intentionally or through accidental cross-pollination.

Mutations

The clan has been cursed with mutations by Starclan, resulting in their increasingly beastly appearances. Over time, they have melded with various animals, taking on forms that resemble monsters more than felines. These mutations are primarily caused by radiation seeping into their camp and the sunken city, where contaminated water has gradually infiltrated their biology.Cats born within the clan's greenhouse, with the blood of Beast and Blood coursing through their veins, will inevitably exhibit some form of mutation. While these mutations may be passed on to their first generation, the blood of the beasts is purged from their lineage after that. Ultimately, mutations are shaped more by the cats' birthplace than by their genetic heritage, marking them as unique products of their environment.

Bovine-Like

  • Horns and Antlers

  • Hooves

  • Herbivour Diet

  • Precocial Kits

Reptillia-Like

  • Talons,

  • Back Crests.

  • Reptilian-Like Tail,

  • Scales,

  • Gecko-like sticky paws.

  • Soft-shelled Reptilian Eggs

  • Split/Forked Tongue,

Intensified

  • Triple Tails,

  • Double Ears,

  • Multiple Eyes,

  • Extra Limbs,

  • Albinoism

  • Discoloured Eye-Whites

  • Prehensile Tail,

RELATIONS

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These two factions loath each other with a burning hatred that would see the entire city combust into flames if it meant seeing the other clan die. Beast and Blood view Children of Starlight as utterly delusional. They're simply insane, pompous, and horrific. Their crusades across the city are barbaric, ripping suckling kits from their mothers stomach in the name of Starclan? The same Starclan that had wiped out kittens themselves only a meer 20 years ago?! Children of Starlight are the real monsters of the city.

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The relationship between Corvid Coloney and Beast and Bones has always been tense at times: Beast and Bones do not appreciate these scrawny cats wiggling their way into the territory and stealing prey right from under their nose. They're like rats, a pest you cannot get rid of no matter how hard you try. Small and sly, they're too masterful at stealth to be trusted.
But, they have not done anything to outright offend the clan. Their respect and worship of Death is respectable enough.

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Beasts and Blood cats are very accepting of outsider cats; members of their faction come and go constantly, it’s a part of their life. The faction can act as either a saviour for those not suited to loner life, or a pit stop for travelling cats.


RECENT HISTORY

— 36 MOONS AGO
• One of their leaders, Morbidblood, grows a tumour on their frontal lobe. It causes hallucinations, until they eventually die from it.
• Viperhiss takes over as leader, becoming Viperblood.
— 31 MOONS AGO
• Children of Starlight raids and steals kits.
— 30 MOONS AGO
• Viperblood sustains an injury and dies from infection.
• Cobraflower takes over as leader, becoming Cobrablood.
— 25 MOONS AGO
- Corvid Colony hunts Beasts & Blood cats for the Blood Moon.
— 19 MOONS AGO
• Children of Starlight raids and steals kits.
— 18 MOONS AGO
- Corvid Colony hunts Beasts & Blood cats for the Blood Moon.
• One of their leaders, Hawkblood, is killed during the hunt.
• Sheepbite takes over as leader, becoming Sheepblood.
• Sheepblood contracts a sickness shortly after, eventually killing them.
• Stonefall takes over as leader, becoming Stoneblood.
— 16 MOONS AGO
• Both of their leaders, Cobrablood and Stoneblood, are caught along the Corvid Colony border and are killed.
• Beasts & Blood are left leaderless and, due to the constant failures of previous leaders, The Dark Forest turn their backs on them.
• For three moons, The Dark Forest is silent and cats are left to fend for themselves.
— 13 MOONS AGO
• Oryxhaunt finally receives a prophecy from The Dark Forest: “The blood of the covenant is thicker than the water of the womb. Seek the vein of the crow to silence the murder.”
— 12 MOONS AGO*
• Blackrat leaves Corvid Colony and ventures to Beast & Blood.
• Guided by the whispers of The Dark Forest, Oryxhaunt finds Blackrat first and declares that they are the cat spoken of in the prophecy.
• Blackrat takes advantage of Beasts & Blood’s vulnerability, becomes leader and is renamed Ratblood.
• Ratblood organises Beasts & Blood attack on Corvid Colony, in order to gain revenge.
• Beast & Blood claims their first victory.
— 11 MOONS AGO
• Ratblood organises a second raid on Corvid Colony.
• Corvid Colony successfully pushes them back.
— 10 MOONS AGO
• Children of Starlight raids and steals kits.
• Ratblood appoints Rabidhound as Co-leader, renaming them Rabidblood.
— 5 MOONS AGO
• Children of Starlight raids and steals kits.
— 6 MOONS AGO
• Ratblood organises a third raid on Corvid Colony.
• Corvid Colony successfully pushes them back.
— 3 MOONS AGO
• Ratblood grows to love Beasts & Blood and their motives shift from revenge, to pride.
— 1 MOON AGO
• After many moons of back and forth fighting, a ceasefire is agreed on with Corvid Colony.
• Appleraven and Ratblood meet briefly at the border, but their conversation soon spirals out of control.
• Fed up on both sides, their heated argument results in an agreement: when the moon reaches its highest point, both of their forces will come to the border and spill each other’s blood.
• The war lasted the rest of the night, until Ratblood revealed his last playing card: Rabidblood.
• With both sides exhausted, Rabidblood led a hidden group of Beast cats and uses their rested spirits to push back Corvid Colony.
• The Colony’s Magpie Deputy, Sharpmagpie, is killed by Rabidblood.
• The Colony retaliate by killing their Beasts’ medic, Lichenflame, who was tending to injured cats.
• Enraged, Beasts then retaliate by killing the Colony’s medic, Mossytrail.
• With her tail between her legs, Appleraven decides to retreat and Beasts & Blood win the war.
• Now Corvid Colony doesn’t dare to test their luck with Beasts & Blood. At least, not until their pride recovers.
— 0 MOONS AGO
• The roleplay starts.
• Bravebear and Blackberrymilk become medics
+ 1 MOON
• Blackberrymilk and Bravebear have been picked to become medics.
• A new rank is announced: Bloodhounds. Cats who guard the main faction camp from Starlight raids during the day.

CHILDREN
of STARLIGHT

Paranoiad . Loyalty . Control

LEADER: DawnstarSTARSEEKER: Shiveringsun [Prophet]DAYBREAKERS: Scorchingsnout, Blazingbat, Tasseltail, LepoardjawSUN STUDENTS: Greystorms, Morningfog, Paleskies, Cloudbelly

Blinded by the sun, their bodies bleed gold in honor of Starclan. Once rooted in the lineage of Thunderclan, their bloodlines have since intertwined with Wildcat heritage and influences from various factions, creating a diverse clan that is a tapestry of cats — both stolen and indoctrinated — collected one by one from throughout the city.These cats adorn themselves with shimmering golden accessories and rich animal pelts, elevating their status and holding themselves above the grime of the city below. Their egotistical displays serves as a constant reminder of their elevated position, a testament to their proud identity amidst the urban decay.


THE CULT

HIGHRANK : LEADER...
Whilst this rank is technically the 'leader' of Children of Starlight, they often play as puppet to the Prophet Starseeker. Both work interchangeably as higher and lower ranks, depending on what decision makings are needed.
Leaders and Prophets are seen as on equal footing: the leader hands the clans physical challenges, whilst the Prophet handles the clans spiritual issues.
Leaders still take the suffix Star but do not receive their Nine Lives.
The leader will wear a crown made from the antlers of a deer. The crown is held together with wire, the horn tips adorning rings and other gold accessories. Each leader can customise the crown as they wish.
HIGHRANK : STARSEEKER...
Starseekers act as the connection to Starclan. They're incredibly well respected, on the same level as Leader, as they're both detrimental to the clan. Starseekers will choose new Leaders when the current one falls.
Starseekers gain Nine Lives when they ascend to Prophethood. There is a pool in x where they managed to securely save and prosper the last of the Moonpool before it died out with the corrupt night of the Extinction.
Starseekers gain the suffix Sun when they fully ascend to Prophethood.
Starseekers are completely forbidden from having a mate or kits: if discovered to have one or both, Starseekers can either be banished or have their offspring and/or mate culled to keep their title.
RANK : SUN STUDENT...
Sun Students are the healers of the clan: they learn the way of the physical body and how to heal it.
They can be any age when picked to study under the Starseekers.
These cats report any unusual injuries to their mentor and teacher, the Prophet Starseeker.
They are named Sun Students as they are the diciples of Starseekers, cats who take the suffix sun.
Star Students are given new names when taken on in their studies of the sky, stars, and sun. Their names are always weather related, as a nod back to their Thunderclan origins.
Regardless of age, Star Students are treated often like kits or apprentices; they're seen as innocence, to be saved from their blood-soaked world. They are not considered "higher" than apprentices, but they are treated differently.
Star Students are not often permitted to leave the camp; this is to avoid them being "corrupted" by outside forces.
HIGHRANK : DAYBREAKERS...
The main form of defence for Children of Starlight; whilst the Starseeker protects the clan's soul, Daybreakers protect the clan's body. They are a tough, incredibly well-trained force that can work well as a group or on their own; they will lead patrols, raiding parties, and crusades.

RANK : TEACHERS...
A sub rank of Warriors, these cats are seen as "pure" and "loyal" enough to be mentoring the young minds of Children of Starlight. Teachers are seen as more trustworthy than your typical warrior, but not as ruthlessly devoted as a Daybreaker. They will mentor a small "class" of apprentices, taking them out in training groups. Teachers are assigned several apprentices, whilst an apprentice will be assigned to one Teacher.

CEREMONIES : WARRIOR to LEADER...
When the clan's leader dies or needs replacing, the Prophet Starseeker will often pick from the clan. They may have a preference for the Daybreakers, however this is not a requirement for gaining Leadership. Leaders should be picked before the next sun-high, since the leader dies.
When the leader is picked, they will add their paw to the Wall of Stars. This is a large wall at the back of the camp's clearing where Leaders will dip their paw in paint and add it to an open spot. They will often pick the same colour as their eyes, for added identity.
CEREMONIES : DEATH...
When a cat dies in Children of Starlight, they are firstly mummified; their corpse has its gold removed before being wrapped in cloth. They'll be taken to a nearby rooftop and burnt; the smoke is believed to be the cats transcending to the sky.

TIMEZONE : DAYLIGHT...
Monsters lurk in the darkness of night: Children of Starlight know that it's unwise to leave the camp after dark. They hunt during the day, this is when they thrive the most. The darkness is unforgiving and the night is avoided at all costs.

FOUNDLINGS...
To keep the generation's of Starclan worshippers full and continuing, Children of Starlight have been known to go on "crusades" where kits from the other Clans (or even outsiders) have been plucked in the dead of night, taken back to the factions camp, where they'll be raised as Children of Starlight.
These cats are affectionately known as "foundlings."

WARRIOR LAW...
The Warrior law - once known as the Warrior Code - is taken extremely seriously. Anyone who breaks the law will be immediately punished: this is often decided by the leader while being advised by the High Starseeker


CULT CULTURE

BELIEFS : STARCLAN...
Children of Starlight still cling onto Starclans old words. However, due to Starclan no longer having a consistent or positive connection to the mortal world, a game of chines whispers is played... Their words and rules and guidelines are twisted, lost, replaced, and morphed as they are passed down generation to generation.

MUSE : DEER...
Considered to be the only creature of the forest left pure and untainted, Children of Starlight love deer... Although, their idea of love is adoring the dead skin of these forest dwelling prey animals and wearing their horns as a crown. Sometimes they may be hunted for sport by the Adult cats... Nothing but Starclan is untouchable to this cult.
Their founding leader was Doestar the Maternal.

BLOODMOON BIRTHS...
Kits born during a full bloodmoon are often culled, seen as bad omens or bad luck by the ultra-religious clan.

TURN AWAY...
Along with keeping their eyes hidden, it is accustomed to bow ones head and avoid eye contact whilst addressing the "star-blessed" Starseekers and Star Students.

PAINTING...
The act of painting is seen just as importantly as the act of sharing-tongues, it’s a moment for cats to relax and chatter as they decorate their surrounding areas and homes and dens with large yellow and red paw-print paintings of the sun and stars all over. Whilst they relax, they may let their guards down, and those silent spies for the stars can listen for anything concerning..

GO AND SIN NO MORE...
When a cat is exiled, executed, banished, or otherwise commits an offence, they'll be stripped of their accessories; those that find themselves remaining in the clan but naked of their accessories may earn their decorations back however, first they must admit their crime, atone for their sin, and bare the humiliation of being bare. Their accessories will be placed upon the altar, in full sunlight, and left untouched for however long the leader and starseeker agree upon. Only once they have been sufficiently punished, will they receive their gold back.

APPREARNCE

BREED...
When the humans first disappeared from the city, the Zoo was left abandoned. A collection of wildcats escaped and joined Thunderclans ranks: over the years, their wildcat breed mixed with the domestic cats of Thunderclan. Now, as Children of Starlight, they have wildcat blood in their mixes. This gives them shorter tails, far taller ears that will often always have tufts, and powerful back legs.

MIXED CATS...
Due to their nature of kit-napping, the ranks of Children of Starlight are colourful from all different backgrounds. If these cats have any mutations from Beast and Blood, they may be altered; horns burnt at the bud permanently to prevent growth, saber fangs shaved down or pulled out entirely.

SEE NO EVIL...
Sun Students - when being blessed into their new role - will have a piece of cloth tied around their eyes. It's believed that seeing constant darkness will allow them to have more visions, whilst also saving them from the sight of sin. They are forced to rely more heavily on the senses Starclan blessed them with and entrust the gods more with their fate. The cloth itself is thick velvet, deep navy in colour, with golden stars woven into its fabric; a leftover costume piece from the two leg theatre. This blindness is a tool to keep the blessed students in the Seeker's control and reliant on the clan.
Starseekers will also wear an eye-veil. Semi translucent fabric - lace with gold accents - over their eyes. It is believed that seeing such all-powerful eyes will cause a cat to become maddened with knowledge.

JEWLERY...
After ending up in the higher end of the city with taller, fuller, nicer buildings, the original refugees of Thunderclan stumbled upon gold. Brackets and rings and chains and necklaces; some gold real, some plated brass, some outright painted. Seeing the shiny, enticingly accessories scattered throughout abandoned apartments and lower street shops, the clan took these items and dressed themselves in it; the same colour as the stars.
Some pieces carry sentimental value; passed down from mentor to apprentice or from parent to kin. Cats will pick up more jewlery as they live; either as gifts or rewards. They're often used in ceremonies as well.
The gold has different qualities; Real Gold, usually savoured for higher ranks. Gold-plated; this will erode with time, but is far more available. Painted-gold and brass; passed throughout the lower ranks, these are the most common accessories to find.
Queens or cats that are in the nursery will often adorn golden bells.

DRAPED IN FUR...
It's common for these cats to have capes of some sort; scarfs, wraps, hoods, or other cloth-like accessories.
Animal furs are also used to show off one's status or abilities. Deer hides are reserved for Daybreakers and Leaders to wear around the camp or used to line or nests or even as blankets during the summer as deer are seen as the clans muse animal, their familiar from the forests.


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RECENT HISTORY

— 42 MOONS AGO
• Warmsun becomes the Prophet Starseeker.
• The Leader, Hornetstar, prevents Warmsun from receiving their 9 lives.
— 36 MOONS AGO
• Starlight raids Corvid Colony and steals kits.
• Corvid Colony retaliates and makes a raid on Starlight.
• Hornetstar brutally kills Corvid Colony’s Magpie Deputy, Claymagpie, and forces them to retreat.
— 31 MOONS AGO
• Starlight raids Beasts & Blood and steals kits.
— 28 MOONS AGO
• Corvid Colony hunts Starlight cats for the Blood Moon.
• Children of Starlight retaliates with a raid and steals kits.
— 23 MOONS AGO
• The Prophet Starseeker, Warmsun, is killed when his cross-clan relationship is revealed.
• Cryingsun is pressured by Hornetstar to become the next Prophet Starseeker and he prevents them from gaining their 9 lives.
— 19 MOONS AGO
• Starlight raids Beasts & Blood and steals kits.
— 10 MOONS AGO
• Starlight raids Beasts & Blood and steals kits.
— 8 MOONS AGO
• Corvid Colony hunts Starlight cats for the Blood Moon.
— 7 MOONS AGO
• Starlight raids Corvid Colony and steals kits.
• Dawnstalker kills Corvid Colony’s Augur, Willowrook, during the raid.
— 5 MOONS AGO
• Starlight raids Beasts & Blood and steals kits.
— 1 MOON AGO
• Hornetstar and Cryingsun die in together in mysterious circumstances.
• Shiveringsun becomes the new Prophet Starseeker and gains their 9 lives.
• Shiveringsun blackmails Dawnstalker when he sees her kill her own apprentice.
• Dawnstalker is then chosen to become the next leader by Shiveringsun; becoming Dawnstar.
• A wolf is sighted roaming in the shadows of the park.
— 0 MOONS AGO
• The roleplay starts.
+1 MOON
• Starseeker and Leader beginnto clash as tension rises from inside the factions own ranks.

CORVID COLONY

Resilient . Cunning . Sly

LEADER: AppleravenDEPUTIES: Ashencrow, PigeonmagpieAUGUR: WitherrookHERBALIST: Brighteyes

A colony of shifty cats, they dust themselves in dark and light colours to blend in with their dull landscape. They have utilised the little this world has given them; the birds help them hunt, the bones help them breathe, and DEATH... blesses every second they remain on this mortal world.Divided in two, the warriors of this clan can go down either route; the magpies, stealthy and quick, they steal from other factions. Or crows; the resilient and resourceful, they trap those who wonder into their contraptions.


THE COLONY

HIGHRANK : LEADER...
Leaders of Corvid Colony will take the suffix Raven when they step up as leader, chosen by the Augur from the two deputies. They do not have nine lives, trusting in DEATH to take them when they have finished serving their clan.

HIGHRANK : DEPUTIES...
The Corvid Colony will have two deputies; one who presents the Magpies and one who represents the Crows. Each deputy is expected to handle each subgroup of warrior by either speaking on their behalf or seeking out ways to fulfil the needs of their respected groups.
Those that step up to the mark of deputy will either take the suffix magpie or crow, depending on their rank.
HIGHRANK : AUGUR...
Like poets, these cats are intensely connected to DEATH; they have an artistic connection to her! Gothic writers and dancers and painters, they are thought to be gifted with DEATHS blessing themselves!
Augurs will usually take the suffix rook to symbolise their connection to the afterlife.
They study every bird they encounter; learn their behaviour and life cycles, and use that to interrupt any messages sent to them by Death.
Augurs are picked out from the Crows and Magpies, from cats that show more artistic or poetic traits. Augurs are not forbidden from having kits, but they are disallowed from having closed long-term relationships. They are however encouraged to have a family and expand their kin; they are believed to be "touched by death."
HIGHRANK : HERBALIST...
A normal Herbalist's job may be to help you survive, but in this faction, it's a different story; the main part of being a herbalist is to know when a cat can be saved and when nature needs to be allowed to run its course. It's a difficult tight-rope for them to balance... After all, it is not their place to play god.
Herbalists are picked from birth. When a queen has kits the clans herbalist may will visit and take their pick of the litter. The kit will start to train from as young as two moons old; their family is the medical team, not their bloodline.

THE HUNT...
Every few Blood Moons - usually at the leader's discretion - the Corvid Colony will go out of the territory on the move for a kill. This kill is usually another cat, it's done to spiritually revitalise the clan and give the warriors better strength. These Purges change from moon to moon; some events may take place in another Faction's territory, another in No Man's Land, or they may release a prisoner cat into their own territory for an easier night of hunting. Cats being chased or targeted in The Hunt are often referred to as The Hare.

MUSE : HARES...
Their downfall was caused by the loss of hares; their entire decline into cannibalism was linked to that last hare perishing on the moors, at their paws. They've grown incredibly protective of the large, skittish, odd-looking animal. It's said that if you spot a hare with glass-like ears and horror-filled eyes, you'll have a year of good luck.

RANK : CROW WARRIORS...
Warriors are divided into two subclasses: Magpies and Crows. Apprentices will train in either one.
These cats are skilled in utilising crows to provide! From following the crows to deceased animals, to using the crows as bait for living predators, Crow Warriors have a connection unmatched with these dark-feathered birds.
Crow Warriors are incredibly well versed on their home landscape; they are keen trappers and ambushers, working in groups and teams along side the territory crows (sometimes known as a murder) to bring down large straying animals or outsiders. They have to be prepared to eat whatever stumbles into their paws, they can't afford to be picky, so they're skilled for any size of prey.

RANK : MAGPIES...
Warriors are divided into two subclasses: Magpies and Crows. Apprentices will train in either one.
Magpie Warriors are the fastest and stealthiest of warriors, they're sent out to steal food and other resources from the other factions of the city. Magpie birds guide them to the most bountiful of locations, magpie birds also alerting the felines to any dangers ahead of them.
Magpie Warriors work mainly off the ground; using overground train tracks, elevated highways, and rooftops that run through the city to get around without having to physically traverse territories.
They're away from home for long periods of time; from days to weeks to moons, but they'll always travel home eventually. During this time their only companionship may be another Magpie warrior, their apprentice, or the magpie birds that fly close by, loyalty bought with scraps of prey and food offered to the black and white birds. Magpie Warriors are far more anti-social than their Crow Warrior clanmates.

CEREMONY : DEATH...
When a cat dies, their body is completely recycled and repurposed. The organs are eaten by the clan and some of the meat, the rest of the discarded flesh is fed to the clan's grubs, their bones are used as tools or decorative items. Leader skulls are kept in the Augurs den.
CEREMONY : APP HERBALIST to FULL HERBALIST...
When a Medics apprentice is ready to become a full-time Medic, first they must choose between three yew berries; due to the radiation in the soil, yew berries only have a 50/50 chance of killing a cat. If the apprentice chooses one and lives, they are seen as being accepted as a medic by DEATH. If they eat it and die, then let their bodies return to earth and DEATH cradle them in her grip.

HUNTING METHODS...
Crow Warriors hunting on Colony soil have taken to travelling in packs and patrols: having learnt to fight fatigue, cats of this faction can run down those outsiders who are confused and lost in their territory. They wear them down, following them for days, until their prey keels over from exhaustion and then the cats will attack.
If these cats manage to outrun the relentless hunters of Corvid Colony, they will face an incredibly dangerous environment. Barriers of barbed wire, walls topped with shards of glass, and pits of spikes tipped with varying herbs are set throughout the territory. As well as these physical traps, they may pretend to play dead or have more approachable cats pleading for help. Follow them, and you'll have a swarm of bone-wearing corvid cats swarming you in moments.


COLONY CULTURE

BELIEFS : WORSHIP OF DEATH...
The only thing certain in this world is DEATH. It's everywhere; no matter who you believe in, it's the only thing that's certain. The birds will die, the clan will die, the world will die. DEATH will always welcome you with her arms open wide.
BELIEFS : CIRCLE OF LIFE...
Along with DEATH, these cats believe in the full circle of life; the body returns to the earth to give life to others; either the cats that eat them, or the soil that grows plants to then feed the prey the cats may eat again one day. Everything circles back in the end; the circle of life.
They share the belief of reincarnation with Beasts and Blood, believing that the soul comes from the soil again once the body has finished decaying.
BELIEFS : OLD AGE...
Older cats are a strain on clan resources; older cats do not give back for what they take; they are not worth investing in. They are seen as "dodging death" and should greet her with open arms! Although, some cats may become clingy to older cats, hoping to be blessed by DEATH soon themselves...
Elder rank does not exist; you work until you die. Or someone eats you.
Kits who die will have their small bodies offered to the corvid birds: Most hope their child will return as a crow or magpie, clearly not meant for the feline world.

A CLAN DIVIDED...
Tension has long simmered between the Magpie Warriors and the Crow Warriors. Crows regard Magpies as mongrels, dismissing them as not true Corvid Coloney cats, largely because Magpies tend to venture outside their territory more often than not. In contrast, Magpies hold a firm belief in their superiority over Crows, convinced they have navigated and survived challenges that those rigid, narrow-minded Crows could never fathom. This deep-seated rivalry fuels animosity, as each rank vies for recognition and respect within their shared domain.

NEW GENERATION...
The clan is facing a troubling decline in numbers due to the relentless famine. While pregnant cats and kits are deeply cherished members of the community, they also pose a significant strain on the Colony's dwindling resources. This creates a bittersweet reality; the joy of new life is overshadowed by the anxiety of scarcity, as the clan grapples with the harsh balance between nurturing the next generation and ensuring the survival of the entire Colony.

OOH, SHINEY!...
Meet DEATH or live long enough to see yourself become the magpie...
These cats love shiny things! Well, actually, they don't have to be shiny; bottle caps, pretty pebbles, coins, pearls, shells, etc; they love to collect and trade small human trinkets with each other as a simple act of affection! The colour blue has been observed to be a favourite between these cats... But no gold trinket is in sight; has another clan hogged it all?
Gifting these pretty trinkets is a form of Corvid Coloney courtship! The more small gifts circling or linine a cats shelf or nest, the more they are seen as beloved.

THE WALKING DEAD...
Death-Walkers are cats that are thought to walk the line between living and dying; either warriors who pull through from intense wounds or kits who fight off sickness easily.
Death-Blessed are cats who have recently experienced the "joys" of death; mothers whose kittens have died, kittens whose mothers have died, or anyone who lost a loved one recently. Mourning is far from normal in this faction...

CREEPY CRAWLIES...
Food isn't always hunted. With the cycle of life being all about DEATH, Corvid Coloney finds hunger relief in the food supply of bugs. Thick lava, plump and squishy! Or crunchy black beetles. The clan has a small mini colony of rhinosurce beetles, tended to by apprentices.
Maggots are also used by the Coloneies herbalists to treat rotting flesh, along with blood-letting by leeches they keep in jars in their medical wing.

Bird Mutualism

A SHARED NEST...
The Colony has made its home within the lower levels of a small train station, where the vast, hollow spaces of the building’s rooftop are teeming with crows nesting in the upper rafters. Over time, this arrangement has given rise to an unusual yet symbiotic relationship between cat and corvid.
The crows serve as vigilant guards for the cats below, raising the alarm with sharp calls whenever unfamiliar cats or potential predators approach with suspicious intent. This co-dependency has become a crucial part of life.

GIFTS...
Crows aren't the only corvids to coexist with the Colony cats. Magpies, while not nesting alongside them, are frequent and welcome visitors. These clever birds often bring gifts—herbs, trinkets, and other useful items—to the cats, deepening the bond between the two species. On occasion, they even drop small accessories of gold, a subtle yet significant sign that other factions might be trespassing on the Dead Moor. In return, the Magpies are fed chubby maggots and plump beetle larvae.

TRAITOR, TRAITOR, TRAITOR...
The corvid birds were not spared from the effects of pollution; the city's deadly smog has taken its toll on their voice boxes. As a result, their calls have become eerie echoes of the sounds around them, with some able to mimic the meows of cats and even repeat certain phrases they've overheard. Traitor, traitor, traitor! Their caws carry an ominous weight, haunting those cats who cannot escape the shadows of their past. The corrupted voices of these birds serve as a chilling reminder of the city's lingering poison and the ghosts that still roam the dead moors.

A CROWS APPROVAL...
Living in the factions camp, the crows are known for their aggressive behavior toward unfamiliar cats, especially those they do not recognize. To carry on their co-existence, it is customary for the clan’s kits to interact with the crows from a young age. Proud parents often present their kits to the crows, seeking their approval. A kit being rejected by the crows is considered a bad omen, though such occurrences are exceedingly rare. This mutual acceptance ensures peace and strengthens the bond between the two species in their shared home.

FEATHERY FRIEND...
Corvid Coloney cats often form bonds with various birds throughout their lives, an inevitable outcome of their close working and living relationships. Birds typically select their cats during the transition between the end of apprenticeship and the beginning of warriorship, a time when the cats demonstrate their ability to hold their own in the Coloney. This period marks a crucial moment, as the birds show favoritism towards certain cats to accompany. However, Coloney cats are discouraged from naming or personifying their feathered friends, recognizing that the birds may perish or shift allegiance from one warrior to another, making such attachments potentially fleeting. The birds are not pets.

NESTLINGS...
Young cats, endearingly called nestlings, share a unique bond with the birds of the colony.
As part of their early training, apprentices are encouraged to build nests for the crows. This task not only keeps the camp clean and fresh but also strengthens the ties between the cats and crows, laying the foundation for future cooperation.
While apprentices are taught to respect the boundaries of all birds, the crows—known for their remarkable intelligence—are often just as curious about the nestlings. It's not uncommon to see Colony cats with tattered ears, a playful reminder of the crows' and magpies' mischievous nips.

APPREARNCE

BUILD...
These cats are typically much smaller than your average feline, appearing scrawny and malnourished, with bodies that often resemble mere skeletons, even after finding a decent meal. Their physiques have adapted remarkably to their harsh environment, allowing them to survive for extended periods without food, far longer than typical cats. With stomachs of steel, they have evolved to possess more omnivorous digestive systems, enabling them to consume and process rotting meat, insects, and other refuse that would be indigestible to most cats. This resilience highlights their extraordinary ability to endure in a world where sustenance is scarce.

CHALK & CHARCOAL..
Charcoal, coal dust, and chalk are used as charcoal for camouflage and makeup; they can apply dark bands of charcoal across the eyes to wear under masks or highlight their protruding bones with white chalk to create further illusions of walking skeletons. Some cats have been known to draw shapes with the black and white effect, disorienting predators and helping them camouflage in the tall grass.

BONES...
Due to the toxic smog that is often blown in from a far away pollution zone, Corvid Colony cats have taken to wearing modified bird skills with beaks filled with damp moss and herbs. It helps them stomach the sickening fog. It can also help confuse their victims or keep their identities hidden.
Bones are worn on the body in several different styles; Weaved together with wire or vines, bones skulls and rib cages are draped across the body. They can also be made into wind chimes that gently rattle in the wind around camp.
Bones may be carved into! With the infinity symbol, to represent the full circle of life, or with large X markings to symbolise death.


⬤ ◯ ◯ ◯ ◯

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⬤ ⬤ ⬤ ◯ ◯

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◯ ◯ ◯ ◯ ◯

Wounds are still fresh and the ground still wet with spilt blood: Corvid Coloney will not forget the amount of deputies, herbalits, warriors and apprentices killed at the claws of Beast and Blood.

⬤ ◯ ◯ ◯ ◯

The main food source for Corvid Coloney, outsiders aren't expecting of new mouths to feed when their own bellies could be full of cat meat. Outsiderss aren't accepted into the faction without bringing something valuable to the table and for a faction that prides itself on being flexible, adaptive, and veristle, its hard to impress them.


RECENT HISTORY

— 36 MOONS AGO
• Children of Starlight raids and steals kits.
• Corvid retaliates and raids Starlight.
• The Magpie Deputy, Claymagpie, is brutally killed by Hornetstar.
• Applefaith then takes charge during the raid and retreats them to safety.
• Applefaith becomes the new Magpie Deputy and becomes Applemagpie.
— 28 MOONS AGO
• A Blood Moon Hunt is organised, spreading into Children of Starlight’s territory.
• Children of Starlight retaliates with a raid and steals kits.
— 25 MOONS AGO
• A Blood Moon Hunt is organised, spreading into the Beasts & Blood territory
— 21 MOONS AGO
• A Blood Moon Hunt is organised, spreading into the Society of the Flood territory.
— 18 MOONS AGO
• A Blood Moon Hunt is organised, spreading into Beasts & Blood territory.
• Hawkblood, a Beasts & Blood leader, is hunted, killed and eaten by the Colony.
— 16 MOONS AGO
• Both of the Beasts & Blood leaders, Cobrablood and Stoneblood, are caught looking for herbs along the Corvid Colony border and are killed by a passing patrol.
— 15 MOONS AGO
• Hollowcrow retires from being Crow Deputy.
• Wirefoot, their apprentice, becomes Crow Deputy and becomes Wirecrow.
• Wirecrow dies a week later, sacrificing himself to lead a pack of dogs away from his patrol.
• Wirecrow’s child and former apprentice, Ashenhawk, is rumoured to be made the next Crow Deputy.
• Ruddybuzzard doesn’t want his sibling to become the new Crow Deputy, so leads the same pack of dogs into camp and results in a massacre.
• Ruddybuzzard fails and is captured.
• Ashenhawk becomes Crow Deputy anyway, becoming Ashencrow.
— 14 MOONS AGO
• Ruddybuzzard is set free for the Blood Moon Hunt.
• Ashencrow takes Ruddybuzzard down and his body is taken back to be eaten.
— 12 MOONS AGO
• Blackrat disappears after his cross-clan relationship is revealed.
• Blackrat returns and kills their Leader, Redraven.
• Applemagpie is instantly made Leader and becomes Appleraven.
• Appleraven then appoints Sharpscratch as the new Magpie Deputy.
• A fight ensues with Blackrat and Appleraven orders a hunt on them, but they manage to escape.
• Blackrat becomes Beasts & Blood’s leader, then organises an attack.
• Corvid Colony suffer more losses and are left to pick up the pieces.
— 11 MOONS AGO
• Beasts & Blood attempt a second raid on Corvid Colony.
• Corvid Colony successfully pushes them back.
— 8 MOONS AGO
• A Blood Moon Hunt is organised, spreading into Children of Starlight’s territory.
— 7 MOONS AGO
• Starlight raids and steals kits.
• The Augur, Willowrook, tries to stop Dawnstalker from taking kits.
• They manage to save only one, but Dawnstalker kills them before fleeing with the other kits.
• Misthymn is then appointed as the new Augur and is renamed Mistrook.
— 6 MOONS AGO
• Beasts & Blood attempt a third raid on Corvid Colony.
• Corvid Colony successfully pushes them back.
— 5 MOONS AGO
• A Blood Moon Hunt is organised, spreading into the Society of the Flood territory.
— 1 MOON AGO
• After many moons of back and forth fighting, a ceasefire is agreed on with Beasts & Blood.
• Appleraven and Ratblood meet briefly at the border, but their conversation soon spirals out of control.
• Fed up on both sides, their heated argument results in an agreement: when the moon reaches its highest point, both of their forces will come to the border and spill each other’s blood.
• The war lasted the rest of the night, until Ratblood revealed his last playing card: Rabidblood.
• With both sides exhausted, Rabidblood led a hidden group of Beast cats and used their rested spirits to push back the Colony.
• The Magpie Deputy, Sharpmagpie, is killed by Rabidblood.
• The Colony retaliates by killing the Beasts’ medic, Lichenflame, who was tending to injured cats.
• Enraged by Lichenflame’s death, Beasts then kill the Colony’s Herbalist, Mossytrail.
• With her tail between her legs, Appleraven decides to retreat and Beasts & Blood win the war.
• Now Corvid Colony doesn’t dare to test their luck with Beasts & Blood. At least, not until their pride recovers.
— 0 MOONS AGO
• The roleplay starts.
+ 1 MOON
• Mistrook was found dead in their nest: passed from a heart attack. The faction is deciding on a new augur.
• Magpie Deputy was chosen and the title was given to Pigeonchaser, now known as Pigeonmagpie.

SOCIETY ofthe FLOOD

Narcissistic . Obsessive . Close-Minded

LEADER: WalrusroarDEPUTY: SorashoreBLUEBOTTLES: Corrodedvow, Deadfool, Sirencall, Cobaltcull, SeadogSURGEONS: Frostfang

Living along the docks of the city, paws damp with ocean waves, the Society of the Flood is what remains of Riverclan after decades of pestilence. Plagues of all kinds trickle into this clan, but instead of moving to care for the ill and weak, the felines of the sea have turned instead to themselves. Those even suspected of carrying illness are exiled to an island, where they may rot away, while the healthy of the society remain, adorning themselves with shells and pearls and checking their reflections in cold, salty waters. Beauty, it seems, is but skin-deep in these felines.The Society of the Flood is a faction of internal battles, both biological and cultural. Having no belief in the stars or the blood moon, the cats instead believe in their own well-being over others. Staying together is mutually beneficial, but these sea-faring cats won’t hesitate at pushing you aside for a chance at more privilege.


THE SOCIETY

HIGHRANK : LEADERS...
Leaders of this faction do not possess the traditional gift of nine lives, nor do they adopt a distinctive leadership name. Instead, they choose to retain their original warrior names, although they have the option to change it if they wish.
HIGHRANK : DEPUTIES...
Deputies serve as the captains of the bluebottles, responsible for maintaining order and ensuring peace within the rank. These cats are often tasked with handling the leader's more dirty duties, allowing the leader to preserve their image and favor with the public while keeping their paws clean.
In addition to their oversight, deputies assist the surgeons in cleansing the Isolation Boat, utilizing fire and fuel to ensure it remains safe and decontaminated every several moons. They also play a vital role in patrolling the Black Market, diligently inspecting stalls to ensure everything is in proper order and that the market operates smoothly.
HIGHRANK : SURGEONS...
The Surgeons and Surgeon Apprentices are the designated healers of the society, having the most access to the scarce medicinal herbs the clan has. Besides healing those within the clan, they also have to “treat” the cats at the Quarantine Isle during low tide.
As a result of the shortage of herbs and the faction's fear of illness, Surgeon is a very sort-after profession. They're incredibly respected, and yet their rank is in high demand: Surgeons of the Society of the Flood carry a target on their back...
HIGHRANK : BLUEBOTTLES...
The police force of the Society is a select group of cats chosen by the Leader themselves called Bluebottles or Bobbies, they are entrusted with the vital responsibility of protecting the Society and, more importantly, safeguarding the higher ranks of the faction. In addition to their protective duties, they play a crucial role in preventing the Diseased from escaping the Isolation Boat. These dedicated enforcers patrol the entire dockyard island and the twin bridges, ensuring that no outsider cats venture into the area, while facilitating the safe return of those permitted back to the dockyards. They also assist in patrolling the market, providing backup to the deputy and helping to maintain order in the dirty marketplace.

OCEANS END ORPHANGE...
Ocean's End Orphanage is the affectionate name given to the faction’s home for parentless kittens. Kits who find themselves without parents—whether due to sickness or being lost to the ocean—end up at Ocean's End. Stewards oversee the kittens here, acting as their guardians and foster parents until suitable families can offer them a better life. It is not uncommon for Stewards to adopt kits from outside the Society, though these cases are kept very hush-hush.

CEREMONY : DEATH...
When a cat dies in the Society due to non-illness-related causes, their body is respectfully laid upon a wooden board, accompanied by trinkets, cherished possessions, and gifts from loved ones. To honor their journey, prey is also placed on the board, along with common herbs believed to aid in their passage and keep them sickness free in the afterlife. Once the final tributes are arranged, the board is gently pushed out to sea, allowing the ocean to reclaim the departed. This poignant ritual serves as a farewell, ensuring that their spirit is embraced by the vastness of the waters, symbolizing both an ending and a return to the sea.
CEREMONY : KIT to APP...
When kittens survive to around six moons old - perhaps younger, depending - they'll be taken out to the docks and walked along the pier that stretches out far from Shore and... chucked in! The kits that manage to swim back to shore will be made apprentices and gifted a mentor, whilst those that don’t... become crab food.
CEREMONY : APP to ADULT...
With the brutal winters on the coast - perhaps their curse from Starclan? - frostbite is a common fate; to avoid more serious blood-poisoning from frostbite, cats will have their tails frozen off the first winter after their apprenticeship ends.

TIMEZONE : EARLY MORNING...
The day starts before the sun rises; they need to prep for the evening's Black Market opening!
The tide routinely goes out to its lowest during the morning hours, allowing the beach combers and mudlarkers to do as they need. It's easier for other warriors to swim out to the seabird islands and do what they need to do,

THE BLACKMARKET...
This market has become the cold heart of this faction; pumping supplies into its veins.
Found on the mainland, between the two bridges that connect the city to the docks, a black market exists. Cats from all neighbouring factions come in and exchange goods, and, more vitally, herbs. A seagull’s skull for a bundle of heather here, a fish for a piece of yarrow there. Society cats will often find a niche or speciality to capitalise off of in the market.
Everyone’s welcome, regardless of loyalties. An unspoken truce exists in the market, with Bluebottles responsible for keeping the peace and their clan cats safe.


SOCIETY JOBS

Instead of following split ranks like the Corvid Colony or a linear warrior hierarchy like the old RiverClan, each cat in the Society finds their own specialty. They apprentice in one of the many vital roles the Society needs to fill. Some may work at the market, facing customers daily, while others contribute behind the scenes, providing for the market stalls. Cats are free to retrain for a new role later on, as long as there's someone around willing to teach them the tricks of the trade.* please note, ranks with the star ☆ next to them are considered limited ranks! not everyone can freely apply for these ranks. These may change as we developed the faction further.

Keepers

STEWARDS...
Stewards are responsible for the care and fostering of orphaned kittens at the Ocean's End Orphanage. Similar to the Forever Queens in other factions, Stewards ensure that the orphaned kittens of the Society have all their needs met. They also oversee the adoption process, finding homes for the kittens—whether with families in the Society of the Flood or, perhaps, with outside factions if the right price is offered.
PORTER...
Porters are the maintenance workers of the camp, which is structured more like a towering high-rise with multiple floors and stories than your average clan camp. They are tasked with clearing out the crate-dens left behind by lost or deceased cats, building pathways between the upper floors, and repairing leaks in the warehouse rooftop. They also fix up damaged Black Market stalls and handle a wide range of manual tasks essential to keeping the camp functioning smoothly. If all these little caring jobs were listed, we'd be here all day!
HEAD CHEFS ☆ & COOKS...
These cats are skilled in the art of preserving fish, boiling eggs, being teas, fermenting Jubilee Juice, and managing the faction's food stock for various occasions. Whether rationing the prey pile or stockpiling for one of their many seasonal celebrations, Cooks play a crucial role. They often prepare food to sell at the Black Market during its opening hours, while also rising before the rest of the clan to ensure everyone is fed and ready for the tasks of the day.
Head Chefs are the overseers for this subranking, in charge of making sure every cat is fed and leading the larger celebrations.

Modifiers

TATTOOIST... ☆
Using the old-school method of stick-and-poke, Tattooists are responsible for the precise needlework that permanently decorates the skin of willing cats who stroll into their parlors, ready to settle in their nests for the session. The inks are homemade—crafted from a mix of oil, charcoal, natural pigments, and an occasional splash of squid ink. Paired with clean nails or sharp needles affixed to wooden sticks, these are the essential tools of the trade. Their colour palette is, however, limited to black, deep navy blue, and blood red. The red pigment is especially rare, made from the elusive Moons Haze plant.
Don't worry, these tattoos often shine through the fur of the cats! But if you really would like your new ink to show, feel free to pop in and see the barber.
PIERCERS... ☆
“If you can put a needle through it, we’ll pierce it!” is the motto of the Society’s piercer. Anything can be a piercing if you're creative enough, and any piece of jewellery can adorn it—from chain links to driftwood plugs, nothing is off-limits. A (mostly) clean nail is the tool of choice, with a soft piece of wood pressed against the opposite side for support. Needles are sterilized over an open flame, and seawater is used to cleanse the fresh piercings.
BARBERS...
The body customizations don’t stop there! Barbers, skilled with sharpened razors, shears, and bone blades, craft defining haircuts and intricate patterns in their clients' fur. Many cats visit the barbers first, shaping their look before heading off for a tattoo!

Seafarer

CRABBER...
Crabbers get their name from specalising in the hunting of crabs! Using old traps left behind by twolegs cleverly repurpose them to successfully hunt crabs off the rocky coastline. Each morning, they set their traps, refilling them with fresh bait from the market and dumped into deeper sections of the coastline before being hauled up the next morning. Crabbers also go digging along the coastline to find crab burrows.
TIDERS...
These cats scavenge the tide pools during low tide, hunting for washed-up crabs. With experinced eyes, they pick out the edible prey items from the pools: crabs, urchins, muscles, clams, fish, snails, and even octopus! They have a keen understanding of how the tides and waves work, often pairing up to ensure that they return to the society and arent swept out to sea. Tiders may even go so far as to tie ropes around eachother to stay connected.
FISHERCAT...
There are many methods to fishing in Society of the Flood; you can use old fishing lines with hooks or claws attached with bait to the end, thrown from the end of the pier into the fish-filled waters below. Or cats may carefully, and preferrably in groups, swim directly off the coast to dive for fish. More experinced cats with a good chunk of moons under their belt may even dare to go cave fishing where they enter water-filled coves or dive under sea arches to hunt for larger fish.
MUDLARKS...
Much like the beach comber, they climb down to the salt-water river that separates the faction's island from the mainland. This area is incredibly dirty with salt water mud, sewage, and other pollutions poured into the waters. The mud is full of danger; broken glass and nails. However, the pay-off is higher as they may discover thrown gold jewellery, pretty buttons, and other high-value decorative items. They can also find cockles.

Landlubber

BEACH COMBER...
These cats focus more on the physical materials they can gather on the safer beaches on the east as opposed to the Tiders who scavange on the rocky shores to the west. Combers will gather old crabbing traps, washed up fishing fire, drift wood, eye-catching shells, sea glass, animal remains, bones, glass bottles, and a number of other different crafting items!
FOWLER...
Fowlers are a fearless breed of cat, undeterred by air, sea, heights, or crumbling cliffs! They bravely ascend the sheer rock faces of sea stacks just off the coast, often after enduring a rough swim in the bitterly cold waters, to hunt the birds that nest there. Alternatively, they may descend the steep cliffs on the southwest side of the islands, expertly climbing down to snatch their feathered prey. Fowlers often collaborate with Egg Collectors, both venturing into these perilous areas with different goals in mind. They catch a variety of seabirds, and rest assured, nothing goes to waste on the island.
EGG COLLECTOR...
These daring cats climb down onto the steep cliffs, deftly navigating rocky outcrops to snatch eggs from the nests of screaming, squawking birds. Quick reflexes lets them avoid pecking beaks while gathering the prized eggs, known for their rich flavor and their popularity in the market. After a successful haul, they'll trade in Black Market, where the eggs are eagerly sought after by the city cats, or gift them to the society cooks!
The eggs can be boiled by cats who serve food in the Market or eaten raw which is most commonly done. They're intensely rich and considered very valuabe.
MERCHANTS...
Merchants refers to cats who wears and goods are sold exclusively on the Black Market. From the bartending at the Pub to selling love advise and telling fortunes. These cats work there from early dawn til late dusk, their blood runs black with the market within it.


CULTURE

MUSE : THE OCEAN...
The salty sea waters clean their bodies of infection, cleansing their wounds and leaving their blood-soaked fur cleaner than before... They've grown to rely heavily on the ocean and what he can provide for them, and as such, they've come to almost worship the ocean. Although no longer spiritual, they do find they hold a great deal of respect for this living giant that has provided them with safety from the great sickness of their past, and a barrier from the main land and their illnesses.
Orcas and whales are also considered to be incredibly beloved animals; mammals of the sea! Black and white cats are said to be orcas born on land, more adapt at swimming than any other cats...

BELIEFS : MYTHOLIGCAL CREATURES...
Society of the Flood does not believe in either Starclan or the Dark Forest. They have cast both away out of rage and anger: Riverclan had trusted Starclan once, so why risk trusting another religion again? They prefer to trust what they can see and hear and feel; even if that may not always be... a reliable source of information.
With the Dark Forest trying to communicate to the faction but failing miserably as they're a closed minded faction, all of their signs are interrupted as folklore.Meows on the wind trying to talk to you? Sirens are calling you to the cliffs... Don't listen to them! Close ya ear holes and run!Strange animals beaconing you somewhere? Shapeshifters trying to do you harm!Lanternflies guiding you through the darkness? Death surely awaits at the other end...

BROWN NOSES...
The Society isn’t blind. They know that Bluebottles are always (usually) the healthiest. They assume, however, that their health is due to them being higher priority to the Surgeons. And thus, the race to gain the Captain’s favour to have a chance for promotion begins. Extra prey, doing tasks, being extra polite, etc. The captain, of course, plays into this, as they only benefit from having the cats beneath them granting them favours and food.

NOSOPHOBIA...
Sickness and diseases is incredibly feared by the clan. Whilst resistant to most common mainland illnesses, they suffer from their own island illnesses, most from the other factions won't catch.
This fear of illness has resulted in herbs being scarce on the already barren island: warriors will pick up a trade more often than not to keep up their supply of herbs.

THE ILLISUION OF CHOICE...
The society often holds a vote for the new deputy when the current one passes or becomes leader: they will scratch a symbol onto a shell before placing it into an old barrel. This is all an illusion, of course; a system rigged from the start. Either name-slandering or propaganda is used to push forwards the favourable candidate to victory or the votes will be ignored entirely; it truly depends on the situation. This system of voting is used for many different things such as punishments, exiles, or anything that calls for it.

LITTLE WORKING PAWS...
Child labour. If they’re old enough to walk, then the moment they’ve stopped suckling, they’re put to work doing small odd jobs around camp. They’re either fitting into small spaces, cleaning public pathways, picking out rancid fresh-kill from the good ones, or working as messengers.

ISOLATION BOAT...
The Isolation Boat, sometimes referred to as the Plague Ship or Metal Monster, is the old rusting and decaying metal skeleton of a boat thats long been grounded on a sand bank just off the rocky coast. Its only accessible during low tide. Conditions there are exceedingly terrible, with food being scarce and illness being even more rampant. Cats who are led there may never leave, with that rule being enforced by patrolling Bluebottles.
Of course, eventually the surgeons arrives and with them a mysterious liquid, promising it’s a cure. It’s not.
Its a flamable liqiud. The cats are doused... and a match is thrown inside the boats belly.
The boat, being isolated and made of metaal, poses no risk to the surrounding territory as it burns, making room for the next wave of diseased animals to be dumped inside its hull.

APPEARNCES

INKED UP...
Squid ink, charred wood, and black dye; all make great paints for stick-and-poke tattoos! Using sharp tools like old not-yet-to-rust nails and metal shards, the ink can be poked into their skin to create small symbols. The faction has a collection of imageries they reuse. The most often placement of these tattoos are within the soft visible skin of the ear, but cats will commonly have their fur cut short to make the tattoo more transparent. The barber will do the cutting, with either their sheers or a rusted razor blade.

PIERCINGS...
Using old fishing equipment - rusted or otherwise - Society of the Flood cats often have lots of different piercings; from nose to ears, to bridges. This is a service they offer on the Black Market also!

PRETTY AS PEARLS...
Shells, pearls, fishnets, wooden accessories, seaweed; anything and everything they can find in the semi-abandoned fishing yards and docks is often used as decoration and accessories. New fashion styles are always being found with these cats.

ADAPTIONS..
Due to their diet of fish, as well as their excessive grooming and need to be healthy, their fur is sleek, clean, and fluffy. Their coats have also become double-coated and intensely thick, to help with their seaside lifestyle.
To help with their coastal situation, cats born within the clan will also have webbed feet!
Their lungs have a higher capacity for oxygen! They can hold their breath underwater far better than your average cat.


⬤ ⬤ ◯ ◯ ◯

Love and Hate are far too similar of emotions for one to feel comfortable with.
Society of the Flood find these Beastly cats outright disgusting but the combination of extreme body modifications - be it natural or otherwise - makes the Society almost obsessed with these cats.
Its bittersweet, isn't it? repulsed yet also practically infatuated from afar. Like a freakshow, cats of Beast and Blood are a novelty that never stops to excite the Society.

⬤ ⬤ ⬤ ⬤ ◯

Cannibals. Monstrous, and possibly diseased. Yet oh, so helpful. Despite often being targeted for hunts, the cats of the Society that know of the Black Market cannot help but rely on them, as the colony relies on the society. Food for herbs. Herbs for food. The relationship is purely mutual during these transactions, with the other’s lust for food and the other’s lust for health begetting any prior engagements before.
The Corvid Coloney couldn't get onto the Societys island even if they wanted to, freeing them from the worries of their "Hunts." As such, they have no reason to fear Corvid Coloney. Besides, the scrawny rats do possess fungi that only grows along the traintracks...

⬤ ⬤ ⬤ ◯ ◯

The Society’s hatred of the Children of Starlight only is dampened by their lack of shared border. The Society of the Flood considers the Children of Starlight delusional and even feverish in their obsession with Starclan. Sometimes, they trade. Kits for herbs, with Children of Starlight having a hidden stash of herbs even those Beasts don't have.

◯ ◯ ◯ ◯ ◯

fearful of the sickness outsiders bring, Society of the Flood avoid them att alll costs. They are familiar with the going ons of the other factions but outsiders bring in the unknown... Outsiders are never accepted into the clan and, at times, even bullied out of the market. They are tainted.


RECENT HISTORY

— 58 MOONS AGO
• Their Leader, Lilyleap, and their deputy, Swanpool, die when a sudden flood sweeps through the camp.
• Flashrush is voted as leader and makes Orcacrash his deputy.
— 55 MOONS AGO
• The power goes to Flashrush’s head. He becomes lazy and irrational.
• Flashrush happily accepts bribes from cats who support his rule and he banishes cats who stand against him.
• Flashrush begins to take bribes from other factions, such as prey and herbs. In return, he allows Corvid Colony to hunt Flood cats. He also sells kits to Starlight, which prevents any Starlight raids during his rule.
— 24 MOONS AGO
• Frostfang requests to train as a Surgeon, instead of being a Mudlarker, and his request is accepted.
— 21 MOONS AGO
• Corvid Colony hunts Flood cats for the Blood Moon, with Flashrush’s permission.
— 6 MOONS AGO
• Walrusroar offers to bribe Orcacrash, in a plot to eventually become leader.
• Tired of cleaning up after Flashrush, Orcacrash accepts the bribes.
• Calamitymaim becomes the Bluebottle.
— 5 MOONS AGO
• Corvid Colony hunts Flood cats for the Blood Moon, with Flashrush’s permission.
• The Society of the Flood has enough of Flashrush’s leadership, because he allows other factions to raid and steal from them.
• Orcacrash easily gains support when he demands that they should have a vote for a new leader.
• Knowing that his health would prevent him from being Leader, Orcacrash rigs the votes to make Walrusroar Leader.
• Flashrush is furious and attempts to attack the cats who voted against him, but he is stopped by Orcacrash and Walrusroar.
• Flashrush is then banished from the faction.
— 3 MOONS AGO
• The winter is harsh and herbs become scarce.
• More cats turn to the Black Market for resources.
• The demand leads to some cats stealing and killing Black Market sellers for their wares.
• An intense form of Dock Cough also starts to spread amongst Flood cats.
— 0 MOONS AGO
• The roleplay starts.
+ 1 MOON
• A meeting between Soicety of the Flood highranks and Children of Starlight is proving to be beneficial.

FACTION CAMPS

Beasts and Blood
Zoo Botanical Garden

CAMP LOCATION...
The camp of Beasts and Blood is nestled within a sprawling botanical garden located in the remnants of the city's abandoned zoo. Once forgotten and left to nature's embrace, this overgrown glass structure now serves as an ideal sanctuary, offering relief from the joint pains that often accompany the factions mutations in the intense heat and humidity. The garden is teeming with a diverse array of plants that thrive in the warm climate, creating a vibrant, lush environment. Additionally, tropical lizards, snakes, and other escaped pets or former zoo inhabitants have made their home among the dense foliage, adding an element of wild beauty to this unique refuge.

MEDICS GREENHOUSE..
The greenhouse attached to the main greenhouse was once used to store herbs for educational purposes. Now it's been taken over by the mutated plants. It's not as overgrown as the rest of the greenhouse, being trimmed and maintained by the medics.

FLOWERBED DENS...
There are no set dens; warriors and apprentices are free to sleep wherever they like, but most choose the flower beds, now overcrowded with tropical plants. Their large waxy leaves act as their own form of shelter, and the soft soil is the perfect bed.

LEADERS QUARTERS...
The leader's den was once an orchid growing room, but mutated ivy has grown wildly throughout the quarters. The glass walls have been blocked out by the thick wall of ivy, only a little bit of green-tinted sunlight fluttering through. The dome roof of the small greenhouse is the only source of light for the cosy, warm den. Thick, old, vines of the ivy have gross across, however, creating a rafter-like space above the main den.

HUMID CLEARING...
The clearing is anything but clear. Once a charming patio adorned with a stunning mosaic floor, it now tells a different story. The metal garden furniture that once filled the space, a testament to human presence, has been completely engulfed by the relentless advance of overgrown plants. Tropical vegetation now spills aggressively from what were once neatly maintained raised beds, creating a vibrant but chaotic tapestry of foliage that dominates the area.

POND OF BEASTS...
A large pound is found within the centre of the clearing with a foot high stone wall. The fish inside the pond are not for eating! Besides, they are far too small. Queens will spook kits with stories of a large catfish lurking at the bottom of the shallow pond... to avoid any unwanted kit drowning. Cats with sore limbs or overheating bodies will find relief in the cool pond water. The main place for chatting and talking is the thick stone path that snakes around the pond; one of the few places free from plants.

FERNERY..
Acting as the clan's nursery, attached to the side of the greenhouse is another clear-domed room, but it has thick stone walls instead of glass. This room was used to grow ferns and ferns only; it is free of the large ecosystem of tropical plants that grow in the main green house. The fern plants are usually adorned by queens on their back but also act as amazingly soft bedding for them and their kits.



Children of Starlight
Sunbathed Theatre

CAMP LOCATION...
On the top of a tall high-end hotel, hidden from the public eye, is a theatre hall! This theatre was for the elite of the city only; an invitation only club. It was never made to hold large numbers of guests, so it wasn't built for such. It has a huge dome glass roof, letting in heaps of natural light for daylight plays.

BALCONY DENS..
Above the ground floor of the theatre is a large balcony seating area. Its fold down seats make great spots for nests, with the large balcony overseeing the stage.

NUSERY FLOOR..
The ground floor of the theatre - the lowest seating - is missing a large amount of its red fold-down seats, creating an open area for the kits to play. They can be monitored from the stage clearing closely. The queens have created their dens on the red velvet seats that do remain.

ROOFTOP GARDEN...
Attached to the building is an outdoor space. A rooftop garden once used by twolegs to supply the highend restraunts on the highstrteet. Now it houses the clans herb gardens. This is also where the sick are treated, the direct contact with sunlight thought to be healing. The sick will sleep in shelted nests made under roooftop garden furniture.

STAGE CLEARING...
The main camp clearing is the large stage plays were once held on. Red heavy fabric frames the stage from the seating area, elevated up. The back wall of the stage - once painted to look like the night sky - has been decorated in paw prints of the previous leaders.

LEADERS BOX...
The leaders den is found to be a private box seating area. The box itself oversees the entire camp with its balcony.

STARLIT POND...
Inside the sacred herb garden of Children of Starlights camp is a pond. Its small and manmade, a raised pond with a window along the side to see into the pond. This pond is what "remains" of the Starpool. After the forest fire that drove Thunderclan to the city, patrols were sent out to retrieve as much of the corrupted Starpool as they possibly could. Carrying the shimmering water back in buckets and other ways. They would deposit the blessed water into the pond. The ponds water is known as Starclans Tears. Within the pond itself are two large koi fish, mutated with extra thins and overgrown tails. They swim peacefully, having watched the faction rise and fall time and time again.
The Starlit Pond is where the Starseekers will be blessed with their nine lives, baptised in the water. A sinful cat may be held under the water. If they survive, they are pure. If they drown... then they are not.



Society of the Flood
The Dockyard Warehouse

CAMP LOCATION...
Soceity of the Floods camp is located inside a large warehouse along the desolate dockyards, the camp once used to store cargo of humans passing in and out the port. The warehouse walls are sturdy; thick metal, the roof made of tint hat rattles in the winds.
The warehouse is not large, but tall; multistory with the shelving racks acting as floors between dens. Plants of woods across the shelves acting as walkways for neighbours.

SURGERONS BOAT...
Outside the docks large doors - which remain close - is a small tug boat. The boat has a walkway down onto it, tethered to the camp warehouse. The first floor is where the patients sleep and rest and are treated, the old crews lounge. It has hard pillows and papers everywhere along with fishing equipment and the Surgerons tools. Upstairs is the boats control room, now becoming the quarters belonging to the Surgerons themselves.

CRATE DENS...
Dens are not communal, for fear of sickness spreading. Instead families will often have their own large dens made within the metal and wooden crates of the cargo imports. Lower dens are often for lower-standing families; they will deal with foot track and the risk of flooding although the lowest dens are still (more often than not) lifted off the ground by the shelves enough to risk the yearly camp flooding.
On the top shelving racks is the leader, deputies, and surgerons dens; passed between the ranking cats. Below them will be the Jr Surgerons and Bluebottles. The rest of the faction will have their dens under them.

CRISSCROSS CLEARING...
This is their indoor clearing; smaller than their outside one, its more similar to a courtyard than not as its the center of the warehouse, where all shelving lanes lead back to. A large cross-shaped clearing.

SEASALT CLEARING...
Outside the warehouse doors is a large open space directly against the ocean. During the winter months the rough ocean waves bash against this clearing, flooding it. This is the way to enter the Surgerons boat.

HIGHRANK DENS...
On the top floor of the shelves are the highranking cats dens. These dens are passed from rank to rank, instead of being inherited by the next of kin. The leaders den annd deputy den are connencted by a walkway between them, the two larger crates facing eachother.

THE ORPHANGE..
With the nursery disappearing with family dens increasing, when a kit is left homeless through parents death, they'll be taken into the orphanage. There a Nurse will care, acting as a foster parent. It’s not uncommon for kitless couples to adopt kits from the orphanage. The orphanage itself is a room attached to the side of the warehouse; once it was the buildings office with windows out to the warehouse floor. The entrance to the orphanage is a door with its bottom panel missing. The floor is several wooden pallets tall, to help when the sea tide reaches them. Kits might go missing here and there... but other than nurses, nobody will miss them.


Corvid Colony
The Underground Station

CAMP LOCATION...
The whole camp for the clan is a semi-underground train station. The station itself is half submerged, with a ground-level dome roof. A grand Victorian staircase leads down onto the central platform where the main camp is: the station's platform is the clans clearing and the two stationary trains act as their dens.

MEDICAL WING...
The medics have made up a medical wing within the left train of the station. Their herbs are stored in the overhead racks, the high shelves making for great ventilation and place to dry out. Herbs can also be tied to the support bar. The patients make their nests on the passenger seats that face out into the dens open walkway. Medics can sleep amongst their patients or up in the luggage compartment.

NURSERY COMPARMENT....
Queens will retire to a large compartment on the right train that was once a sleeper train! the bunkbeds of this section of carriage are perfect for expecting queens. Non-pregnant queens often get the top bunk to nest.

PLANTFORM CLEARING...
The main clearing for the camp is the large underground station clearing. It has underground tracks on either side of it and a large set of stairs heading up towards the overground clearing. This clearing is darker but far more protected from the elements such as the toxic fog or acid rain. On the left side of the underground clearing is a stationery train: forever doomed to sit unmoving in the crumbling station. Another train facing the other way resides on the opposite tracks as well, boxing the clearing in.

HIGHRANKS CAB...
The augurs and leader co-exist in the driving cab of one of the trains. It’s divided into two; the drivers seat itself, where the leader resides, and the attached carriage. This carriage is small with four seats in total. The luggage storage overhead of the seats have the skulls of previous leaders on display. The drivers cab has a rounded bullet head made of glass although the glass has long turned opaque with growing green plantlife.

CARRIAGE DENS...
The clans ranks are all mixed, or meant to be. A divide has formed very slowly through the clan between Magpies and Crows. Crows have made their dens in the left train, whilst Magpies have made their dens on the right train. Their dens are made in the seats of the carriage; the carriages being of second class, made of inexpensive fabric and leather. Skulls can be stored in the overhead compartment or under the seats!