Post by Bistre Simul Stamus on Oct 19, 2014 1:02:22 GMT
The Elite
"Family. Duty. Honor. Unbowed, Unbent, Unbroken."
"Family. Duty. Honor. Unbowed, Unbent, Unbroken."
High Positions
Leader: Bistre Simul Stamus
Adviser(s): (Deputy)
Oracles: (Medics)
Guards:
Ranks
Leader:
The leader(s) of the Elite is in charge of basically running the clan, promoting cats, accepting alliances, etc. Most Elite cats must be a descendant of Columbine, the first Elite leader back on the WCRPG. In this new territory, those with bloodlines tying back to the Simul Stamus family will be favorably looked upon for stepping up to this position.
The Elite leaders rule by strength, meaning the strongest character mentally will rule. If a leader has a mental breakdown or falls apart by depression or illness that leaves them incapable of ruling, the spot of leader can be taken by any member (OOC permission before you attempt), though it is likely that the adviser get the position, because they've already spent so long waiting for it it happen. Leaders also have the final say in all matters, and should not be questioned.
*Rebellion and questioning IC laws and practices lead to IC punishments, no exceptions allowed.
Adviser:
The Advisers are a group of second-in-commands of the Elite. They assist the leader and perform various tasks set by him/her. They are responsible for sending out patrols and generally just keeping cats in line and the clan running smoothly in the absence of the leader.
Guard:
The Elite Guard is in charge of protecting the Royal family (direct family of the current leader) and guarding the outer edges of the territory from intruders. They are the biggest defense of the Elite. They may accept new members and oversee the general population as well. They are often sent with other members to supervise them in the event a member has to leave the territory and wander to another clan. In the event they are in the territory of an ally or enemy, they are expected to be the eyes, ears, and mouths of the leader and speak only for the Elite's best interest when interacting with others.
To be promoted to a guard, a character is either chosen from birth and raised into the role, promoted due to trust and activity, and or has won several gladiator fights and has proven his strength to the Council.
Oracle:
Oracles are members who heal others, and are trained to speak to the ancestors to get insight on the future. Like they had long ago when the Elite was still new, they also will 'paint' symbols onto a cat with a specific plan in their future.
The Council:
A collective term to describe the court of the Leader, Adviser(s), and the Oracle. They come together to talk and make important decisions about the clan, though guards are not involved with them or their decision making.
The Royal Family:
Direct bloodline of the current Leader, to be treated with ultimate respect. It usually consists of the Leader, their spouse, their children, and if applicable, their grandchildren. Anyone past that is not a part of the Royal family and when leaders change the royal family also changes.
The Legion:
Most of the Elite cats are classified as regular Members. They do the hunting, patrolling, and fighting for the Elite. They are encouraged to stay in the territory, and are not allowed to wander off to other clans (even to visit family) without a guard as an escort. If they decide to leave the clan to go live somewhere else, they are free to go away. However, they will not be welcomed with open arms upon their return. The only exception a member can get into re-joining the Elite is asking the current leader in an audience with he/she and their current Adviser(s).
Trainee:
Trainees are Members-In-Training. Training starts at four moons. Much like kits, they aren't allowed camp outside by themselves without the permission of their mentor or another cat of equal rank.
Kits:
Kits are the youngest members of the Elite. They will begin training at four-moons of age and are not allowed outside of camp by themselves.
Prisoners:
Cats that are captured my the Elite and thrown in the dungeon are prisoners. They are tortured, starved, and kept alive as long as their life has value to the Elite. If a character is captured from a clan and that clan does not want to negotiate with the Elite to get their member back, the character is often pronounced dead and a piece of them (*tail, pelt) is sent back to where they've come from as a message to the other leader. The prisoners kept indefinitely don't thrive well and rarely see the light of day. Guards are responsible for the care taking of prisoners,
*In the event a clan turns their back on a character, if the roleplayer gives permission to be killed off, the pelt of said character will be sent to their home clan. However, if the roleplayer would rather continue playing as an Elite prisoner then only their tail will be sent in as bounty. If the clan in question changes their mind and rears on the Elite, more body parts will be sent to them until they back off.
The Abandoned:
Those who have committed crimes against the crown and have been banished instead of killed or imprisoned. They are chased off the territory with one ear missing and an 'x' scar on their shoulder. If the character attempts to return to the Elite after exile, the punishment is *kill on site.
*In the instance of a leader change, an abandoned may request an audience with the new leader, and plead for forgiveness. What happens next is up to their current Leader and Adviser(s).
Customs and Traditions
Gifts and Wear:
It can get cold in the moons of leafbare, and so it might be smart for a cat to wear an additional pelt (usually rabbit fur) to keep themselves warm. Any character can wear an extra pelt, though giving a pelt to another character is often seen as a gesture of love. It is common for a Mother to give her children pelts to keep warm, and even more so for lovers to exchange them. When lovers exchange pelts, it is an unspoken proposal, a 'pre-marriage' so to speak so they can try out what their relationship could be like before officially tying the knot.
Bone armor is worn by ranks guard and up, though when going into battle all ranks may wear them to protect themselves from further harm.
Marriage:
Marriages are to be held within the Elite with the blessing of the current Leader and Adviser. An oracle performs the event, and there must be at least two witnesses there (one to represent each character) for the marriage to be considered sound. In the event of a forced marriage, the current Leader and Adviser(s) will be present. Otherwise, weddings can be as large and extravagant or small and private as the members want.
'Blood letting' is a process the couple has to go through to join their lines and consummate the marriage. After which, marriages are final for the rest of the characters lives with the exception of permission to divorce from the leader. Divorces are not common, so don't get your hopes up for leaving your spouse if your character gets bored of them.
Prophecy's:
Discussed with the leader and approved OOCly before coming out IC, usually by an Oracle as they are the only currently position with constant contact with the afterlife.
"The Leader's Law."
- Do not murder or r--- your fellow Elite.
- If you murder or r--- or capture a member of the Elite and use them for your own purposes, you are at mercy of the punishment of the Leader's command. Punishments start with the character (if male) being flayed so they cannot reproduce, and extend anywhere from loosing your tongue, tail, or other bodily part to being thrown into the dungeon for the rest of your days.
- Do not murder or r--- or capture allies.
- If you murder or r--- or capture a member of a Clan that is an ally or neutral and they get pissed off, the leader may hand you over as punishment.
- The leader's decision is law and final.
- All joiners must swear loyalty through an audience with the current Leader and Adviser. Upon their blessing, an orientation ceremony will be filled where you drink the blood of the leader to form a blood bond with the clan.
- Young members become apprentices at four months of age.
- Respect everyone, and especially don't mouth off to a high position.
- Everyone guard rank and up have the right to police Legion members, however, higher positions have greater sways in conducting or stopping punishments.
- Pregnancy's are to happen as the result of marriage. If a character becomes pregnant/impregnates another character without r--- being in the situation, by the leader's law the characters will be forcefully *married and joined from that day on.
*The law is bound to change per leader, these are just the rules set by Bistre Simul Stamus that he expects all members to hold up to.
*See 'Marriage' for all the marriage laws.
FAQs:
"What is the Elite?"
The Elite was started in September 2008 back on the WCRPG where it thrived until February of 2014. It is an Anti-Clan with a twisted past, and a corrupt future. They raid, pillage, and when they get really bored, start fights with interclans men in glorious gladiator-style fights to the death. There really aren't many things the Elite can't do. To join the Elite you can make a thread after your character bio has been accepted in the pain board.
In the rare instance a character from another clan wants to swear allegience to the Elite, after getting approval from the current leader and adviser(s) an orientation to get your cat 'officially' accepted by their clanmates, a ceremony in which the character has to consume some of the leaders blood to create a 'blood bond'/'blood tie' between them, as blood is thicker than water.
"What are the basics of the Elite's religion?"
The Elite believe in spirits, or 'daemons'. These daemons are on a plain under StarClan and amongst the Dark Forest, mainly because of having been around much longer. They rarely remember their past lives, but are able to claim a young soul and reincarnate into the cat.
When an Elite Member dies, they go to the Dark Forest. Because of the Spirit's plain, they usually never have the ability to go there, unless they are a reincarnation of a daemon.
A daemon will choose to reincarnate for a purpose. They represent one of the seven heavenly virtues, or seven deadly sins. Once the cat reaches what the daemon chose them for, the spirit will boot out the soul and take over. Such cases are rare, yet who knows what spirits lurk around the territory...
"What is the Guard?"
The Guard consists of the very best Fighters, Strategists, and Hunters. Though sometimes kits are chosen at a young age to be trained for The Guard. These cats are meant to protect the cats of the Elite, and protect them from harm. They protect whoever the Royal family think needs protecting, as well as the dungeon and the far edges of the land.
"What is the territory like?"
The Elite live in an old abandoned castle up high in a dense mountain range. To get there there is a long designated path surrounded by sharp cliffs overhead. This is where the members of the guard are the most commonly stationed, as they can watch people coming into the territory without being seen.
• The Eyrie
- The very beginning of the territory and the only path to get to the castle. It stretches long into a mountain range and the path can be so narrow at times that only one cat can pass certain areas at once. It's best to enter with a guide, but escorts are only welcome. It is usually covered in a blanket of fog that only gets denser as you move up to the castle.
• The Throne Room
- Where the Leader and HPs sleep, as well as where Audiences and Ceremonies that are not religious (such as orientations) are held. Those who make it past the Eyrie and are not attacked by guards are escorted strait here to talk to the leader and their adviser(s).
- HPs may also claim separate rooms in the castle for themselves and their family, as it is not a requirement to be in the Throne Room at all times.
• The Dungeon
- This is where any and all imprisoned creatures are kept. In a single room where the only light comes from tiny holes in the cracks in the motor, shattered glass and debris is always underpaw and there are no nests of any sort. It is filthy and unkept, the only cleaning done is once a moon when prisoners have to carry their own dirt out (with supervision) and take it far out of camp to be buried.
• The Moondoor
- A hole in the middle of the grand foyer's flooring, it's a gaping hole that exposes the cliff side below. The room it resides in is most often used for courts and gladiator fights. Cats are often pushed out of the Moondoor when punished to death or at the end of a gladiator fight.
• The Chapel
- Where meetings of all sorts are held, a room surrounded with several panes of stained glass. Marriages and worship of ancestry also takes place here.
• The Infirmary
- Where the Oracles practice healing and take care of the injured/sick. A whole wind of the castle is left to their use and the tower is where the afflicted reside until they feel well enough to perform their duties again.
• The Nursery
- Where Queens nurse and raise their younglings until they are old enough to begin their training. Fathers of litters may also rest here so they can be with their wives. It's a room with plenty of soft pillows and sheets.
• The Den
- Where the trainees rest with their mentors and fellow legion members reside. There is a fireplace in the far corner, but you need an Adviser's permission to light it at night.
Aspects of this guide were derived from the original Elite guide for the sole purpose of replicating the traditions and ancestry of the Elite and the heritage and values it stood for. No copyright infringement is intended or implied.
The guide as posted here is (c) to BespeckledBeauty