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𝑀𝒶𝓀𝑒 𝓈𝓊𝓇𝑒 𝓉𝑜 𝓇𝑒𝒶𝒹 𝓉𝒽𝓇𝑜𝓊𝑔𝒽 𝒶𝓁𝓁 𝓉𝒽𝑒 𝒾𝓃𝒻𝑜𝓇𝓂𝒶𝓉𝒾𝑜𝓃, 𝓉𝒽𝑒𝓇𝑒 𝒶𝓇𝑒 𝟤 𝓅𝒶𝓈𝓈𝓌𝑜𝓇𝒹𝓈 𝒽𝒾𝒹𝒹𝑒𝓃 𝒾𝓃 𝓉𝒽𝑒 𝓉𝑒𝓍𝓉!!



【Ranks】

Chief:
Leader of SavannahClan, they hold the most power in the clan and have the final say on all important decisions. The Chief chooses the Heir (with the guidance and blessing of Aiylah) and holds clan meetings. If any of Aiylah's Commandments are broken, then the Cheif will discuss with the Heir, Priests, and Warden to conclude a punishment, which can be anything from camp confinement, chores, banishment, or death.

Heir:
Cat training to become the next Chief. They are blessed by Aiylah at birth and trained their whole life. May lead clan activities and confer with the Priest. When they are Trainee age, the Heir is given a Ranger mentor to help teach them basic skills and take them out when the Chief is busy. The Chief of course, appoints the Heir's mentor.

Priests:
Organizer of spiritual activities and main connection/interpreter of the gods. They make predictions for the clan and advise clan members about various things. Cats can go to them and talk privately, without being revealed to others- even the Chief will not know. Occasionally Priests have been known to hide treasons. Priests are overseen by the High Priest, which is the oldest cat in their rank. Kits are blessed at birth by the High Priest and then again when they rank up from Trainees. Priests may not take mates or have kits and are chosen at birth.

Priests usually receive visions from gods instead of dead ancestors. The visions can usually be told apart from god to god, but the images themselves are usually dramatic and disturbing. Side effects of visions include sleep paralysis, hallucinations, nausea, weakness, and headache/body aches. Visions from the deceased are usually more like memories/dreams, calmer, and less violent. The priest usually knew the cat who was delivering the message in life, and can reply and converse with them in the dream. Priests can also divine the deceased if someone requests it, but usually they must have a possession of the cat and concentrate on them.

Healers:
Cats trained to heal others in the clan with herbs. They are chosen by other healers as trainees, after the Healer and/or Priest receives a sign for who to choose. Occasionally Trainees may request to be Healers first, and are usually accepted. Healers may have kits after a season cycle of service, and if at least two other Healers are available.

Warden:
Cat that manages the Rangers, whether that be leading patrols, organizing them, keeping up the camp, or conducting Trainee evaluations. Always a Ranger first, they are usually the most skilled and around the oldest. Must be at least 3 season cycles old. Rangers defer to the Warden unless specifically told otherwise. The Warden also suggests mentors for trainees. Wardens are voted by the Rangers and approved by the Chief and Priests. The Warden is not allowed to have kits during the position unless the Chief approves a chosen Ranger to take over temporarily.

Rangers:
Majority of the clan, these cats perform daily/basic tasks like hunting, patrolling, camp upkeep, and when necessary, defending the clan. There are two types of rangers, Home and Far.

Home rangers are cats who stay closer to camp. They are more responsible for the upkeep of camp and providing quick, small amounts of prey to the clan. They hunt in a smaller radius near the camp and are most likely to gather sticks and materials for dens. Home rangers also often accompany Healers to forage for herbs and are most active in the mornings.

Far rangers are cats who travel the farthest on the territory. They patrol borders, check and provide reports for activity, explore places, and take on long hunting trips for larger prey. Far rangers are usually gone for a large portion of the day, and are more likely to discover locations. There are always more Far Rangers than Home.

Trainees:
Cats training for another rank. They must be at least 6 moons old to start, and train 6 Moons to finish.

Queens:
Pregnant or nursing cats. May leave the nursery when their kits are 4 Moons old.

Amahs:
Cats who help Queens take care of and watch over kits in the nursery. They are most responsible for older kits and teaching them the culture and functions of the Clan. Amahs must have some fighting and hunting skill, but to a lesser degree than rangers. When there are no kits, Amahs act similarly to Home rangers, and often accompany them.

Kits:
Newborns and cats under 6 moons old.

Elders:
Retired cats who have served the clan for at least nine season cycles (unless allowed otherwise by the Chief). Usually former Rangers, and sometimes Amahs. Priests and Healers almost never retire, and must have permission from the Chief.

【Gods/Lore】

𝘈𝘪𝘺𝘭𝘢𝘩
(Eye-luh)
Supreme Goddess of the sun, brings warmth, light, energy, and rebirth, but also fire, lightning, drought, and famine. She is said to have a pelt of flame, streaked with the sands of time flowing past her. She alone moves time in a continuous cycle, the heat of her body and force of her will and six legs forcing time to shift, its sands falling in new patterns to create first other gods, and then life. The sunset and sunrise colors are caused by Aiylah's flame heating the sand into new colors as she pushes time into morning and into night. She travels so far across the universe everyday, that when she reaches the end she comes back to the place she started, which is why the day begins and ends at opposite positions. Her eyes are dark and starry, seemingly holding no color and every color at once, like the contents of the universe boiled down into orbs. Animal life was created as a gift to Aiylah's progeny, Kayit. She breathed the flame of will and energy into the sand beings, and thus created those in her image (cats), and animals that now had the instincts to survive.

𝘔𝘪𝘫𝘢𝘩
(Mee-juh)
Goddess of the day, progeny of Aiylah. She is kind, playful, benign, and temperate. Born from the first move of sands, her long flowing pelt took up so much space it became the sky, pale and expansive. She follows her mother while she begins the sand cycle anew, stopping to watch over the realm of life for Aiylah while she runs. When her mother comes back from pushing the sands she is relieved from her duty by her brother Hotem, and finally curls up for sleep during the night, letting her vast pelt contract until she is a small pale orb in the sky- the moon. The space where Mijah sleeps was eventually built into a palace, where the souls of deceased cats could come and live. Her palace still visible in the daytime though because the day goddess keeps her long pelt away from it, so that it may be clean and tidy when she returns.

𝘏𝘰𝘵𝘦𝘮
(Hoe-tem)
God of the night, progeny of Aiylah. He is stoic, dutiful, apathetic, and intelligent. Hotem was born from the sands soon after Mijah, created intentionally to relieve his sister temporarily of her duty watching over the life realm. When his mother came back from pushing the sands, fiery pelt blazing low in the sky, Hotem was revealed to Mijah and took her place over the realm- and thus the night was born. His dark pelt stretched much like Mijah's, expanding to become the sky over life. His many eyes watch much better over the realm, each one bright and gleaming in his vast pelt- stars. When he is not watching the life realm, Hotem descends to it, his dark pelt scattering into the shadows and eyes burrowing into the glittering stones hidden in the earth. He is dormant during the day. The biggest and brightest of stars are Hotem's true eyes, while the millions of smaller ones are the souls of deceased cats roaming his pelt and passing information to him. (Pass 1: Favorite Plant)

𝘍𝘺𝘪𝘦𝘤𝘬🍃
(Fye-ick)
God of water and plants, peaceful, benevolent, loving spirit. Guides the fitful and untamed water disturbed by time's sands, into gentle streams and rivers, which are absorbed by nature. Has a soft brown pelt mottled with white and blue like the tides and rushes. Dark green eyes and flowers/leaves sprouting all along his back, legs, and tail. Fyieck loves cats and life, and does his best to provide for them. However, if Aiylah wishes to punish the cats, or Behminau demands it, Fyieck will release control of the waters and allow them to return to their naturally violent nature, resulting in floods and tides.

𝘈𝘪𝘮𝘶𝘦𝘯🌓
(Eye-moon)
God of healing, medicine, cycles, dusk/dawn, birth, and herbs. Child of Fyieck and Aiylah. He has either pink, purple, blue, and gray colored fur or green, black, blue, purple, and gray fur (dawn or dusk). Vines and flowers wrap around him in corresponding colors to his fur and his pelt as a shifting gradient like quality much like Aiylah. He has blue and black orb like eyes. Aimuen provides medicinal plants for cats to use, guides cats to the heavens after death, and is the patron god of Healers and Priests. He has a gentle, altruistic personality and finds cats interesting and valuable. Aimuen is the easiest god for Priests to talk to and receive signs from.

𝘒𝘢𝘺𝘪𝘵🐻
(Kye-it)
God of animals and earth, progeny of Aiylah. Kayit is large, with 6 legs and 2 tails. He has a 2 heads, one with the horns of an antelope and ears of a wild dog, and the other with the head of a leopard and fangs/eyes of an adder. His first tail is that of a crocodile, and the second a zebra. His back feet are also that of a zebras, and his front four a leopards. His main pattern is a ginger leopard with a white underside like a gazelle. He has the mane of a lion, colored black and brown. Kayit is boisterous, active, jocose, capricious, and creative. He modeled all animals, the first after himself, and had his mother Aiylah breathe life into them. Kayit created all different kinds of life for amusement and to represent the facets of his own self. He is often unconcerned by the affairs of cats, but is easily swayed to affect them by other gods, especially Aiylah.

𝘉𝘦𝘩𝘮𝘪𝘯𝘢𝘶🌩️
(BEH-min-uh)-
Goddess of the wind, birds, and weather. Daughter of Kayit and Mijah. Flowing blue pelt like her mother that changes shade with the weather. She has eagle talon feet, two tails, crocodile eyes, venomous fangs, and a pair of large brown wings. Behminau created the seasons for her own enjoyment- one where she rained and stormed constantly, and another where she blew hot winds and struck flames across the grass. She is a chaotic and apathetic goddess, who likes to cause destruction and extremities, especially for cats. Kayit and Aiylah keep her in check however, so as not to harm their creations- at least not often.

Other:
◙ Cats with wombs are thought to carry extra sand in their beings, ready to start new life. Cats with sperm carry more of Aiylah's fire, which is the spark needed to ignite the sand and begin new life. When in the womb, a kit's new energy draws in more sand like a magnetic field, allowing it to grow and become its own. If the sand is drawn in during the day, the kit will be female. If the sand is drawn during the night, the kit male.

◙ When a cat dies they can go to one of two places. If they have lived a good and just life, then the cat will ascend into the sky to live as stars and in Mijah's moon palace. If a cat has been a victim of a cruel or bad life, then they can choose to be reincarnated and live a better life. If they are a perpetrator of cruelty, then Aiylah will separate their soul's sand and scatter it across the universe so the negative energy will not concentrate again and cause more suffering. Shooting stars are cats' spirits crossing down to the earth realm to give messages.

【Ailyah's Commandments】

1. All life is sacred. Defend and patrol your territory, but strive for peace and friendship. Only kill in self defense and for the well-being of many.

2. By the same law, only kill prey to be eaten, and never prolong their suffering. Always bring prey to your clan before eating, and thank Aiylah and Kayit for their blessings.

3. A kit must observe the passing of 6 Moons before they may be permitted to start training. They are not allowed to leave camp before this point.

4. To become a Ranger a Trainee must learn for at least 6 Moons, and then be assessed by their mentor.

5. Priests may not have mates or kits, unless told otherwise by the Gods.

6. Healers may have mates, but must have served for one season cycle and have at least 2 other Healers to have kits- this must also be agreed upon by the Chief and Priest.

7. Every 3 Moons the Priests and Chief will perform a ceremony to communicate with the Gods, and relay important information to the Clan.

8. Heirs and Priests must be chosen at birth with a message from Aiylah, that the Chief and/or High Priest will receive. Cats may not refuse this duty. Healers may choose their path or be recommended by the Priests/Chief. Healers that choose their path must be accepted by the High Priest and Chief with a blessing from Aiylah.

9. Cats may be volunteered and voted upon by Rangers to be Warden, but the final decision must be agreed upon by the Chief and High Priest. The Warden must not have kits unless a temporary replacement is chosen.

10. Cats must not turn their back on Aiylah and the rest of the Gods. Do not follow any mortal leaders above Aiylah and the Gods.

【The Past】

Not much is remembered from the Past, but we do know that there were three clans, and their names...

𝓖𝓻𝓪𝓼𝓼𝓒𝓵𝓪𝓷
Once lived on the savannah, roaming far and wide. Was the biggest clan of the three, and rumored to live in complicated grass tunnels. Said to have been the fastest and leanest cats.

𝓡𝓸𝓬𝓴𝓒𝓵𝓪𝓷
Once lived in the rockiest parts of the savannah, and in a forest on a cliff. Said to have lived in a large clearing surrounded by large stones, and were the best climbers with hard pads.

𝓢𝓽𝓻𝓮𝓪𝓶𝓒𝓵𝓪𝓷
Once lived by the river, with streams trickling all throughout their foliaged territory. They also had the marshes, and said to have lived in a thicket of brambles surrounded by trees, with a large stream cutting through their camp. They were the best swimmers and had sleek coats.

【Seasons】

Rain Season:
New-Rain (3 moons)    +0 prey, +0 herbs, 10% chance of flood, 5% chance of earthquakes

Storm-Fall (3 moons)   +2 prey, +4 herbs, 15% chance of flooding, 10% chance of earthquakes

Dry Season:
Dry-Grass (3 moons)   +0 prey, +0 herbs, 10% chance of fire, +5% chance of hyena attack, 5% chance of Plague

Dry-Night (3 moons)   -2 prey, -4 herbs, 15% chance of fire, +10% chance of hyena attack, 10% chance of Plague

【Events】

𝘚𝘶𝘮𝘮𝘦𝘳 𝘍𝘦𝘴𝘵𝘪𝘷𝘢𝘭:
Honors Aiylah, Mijah, Behminau, and Kayit. Occurs every 1st Moon of Storm-Fall, every 3 season cycles. +4 prey,  +2 energy, increased chance of kits, increased chance of loners, increased chance of blessings/omens.

𝘕𝘦𝘸 𝘠𝘦𝘢𝘳 𝘌𝘷𝘦𝘯𝘵:
Celebrates the new year, honors Aimuen and Fyieck. Occurs every first moon of New-Rain. +1 prey, +1 energy, +4 herbs, increased chance of loners, increased chance of blessings/omens.

𝘔𝘰𝘰𝘯 𝘊𝘦𝘳𝘦𝘮𝘰𝘯𝘺:
Occurs every 3 Moons, Chief, Priests, and the Heir must use special commands to attend/preform the ceremony. Most important visions from Aiylah and other Gods are received. The next moon the information is relayed to the clan.

𝘉𝘢𝘵𝘵𝘭𝘦 𝘌𝘷𝘦𝘯𝘵:
Can take place whenever the border falls below 15/20. The camp is attacked by hyenas or an enemy group. Use the command /defend camp to fight off the intruders or /escape battle to flee. The more cats that fight the less amount of damage to the camp. The more cats that flee the more damage done to the camp but less injured.

𝘍𝘪𝘳𝘦 𝘌𝘷𝘦𝘯𝘵:
Common in the dry season when the grass is susceptible to lightning strikes. Use the command /escape fire to survive the flames. 60% camp damage. Cats who do not escape the fire have an 80% chance of death, and a 20% chance of a Lvl. 6 injury

𝘍𝘭𝘰𝘰𝘥 𝘌𝘷𝘦𝘯𝘵:
Common in the rain season when the river floods with water. Use the command /escape flood to survive the waves. Swimming or climbing skill will decide if you live, I will take whichever skill is higher. If your swimming skill is high enough, use the command /save [cat name(s)] to save others. 60% camp damage.

𝘛𝘳𝘦𝘮𝘰𝘳/𝘌𝘢𝘳𝘵𝘩𝘲𝘶𝘢𝘬𝘦:
Rare, usually mild. 10% camp damage and up to Lvl.3 injury in cats. More common in Storm-Fall. Use the command /resist tremor to minimize the injuries your cat receives.

𝘗𝘭𝘢𝘨𝘶𝘦:
Rare, only occurs in the dry season. Varying levels of severeness depending on the type of cough contracted, but at least 2 cats will always die. The cats who contract the sickness will be based on 1 random cat, and then whoever that cat interacted with the previous Moon, and whoever those cats interacted with, etc.

𝘋𝘳𝘰𝘶𝘨𝘩𝘵:
Very rare, only caused by Aiylah's discontentment. A vision or some type of instruction will be given to end the drought. -2 prey, -3 materials, 20% increase of attacks. Each moon the drought remains the negative effects will increase by the numbers given.

◙ If a scheduled event overlaps with the Moon Ceremony, they will simply occur together. If a destructive event overlaps with a Moon Ceremony, the ceremony will have to be held the next moon.

【Skills/Charts】

Hunting Skill to Prey
Lvl. 1                   1-3 prey
Lvl. 2                   1-4 prey
Lvl. 3                   1- 5 prey
Lvl. 4                   2-6 prey
Lvl. 5                   4-8 prey
Lvl. 6                   5-10 prey

Each cat consumes 2 prey each moon. Except for kits, which consume 1. If there is not enough prey, some cats will go hungry and have less energy the next moon. The first cats to go hungry are the Chief and Priests, but the next moon the it will be the least skilled Rangers. If prey continues to be low then the Chief and Priests will once again be hungry, along with the Rangers.

Hunger to Energy
Lvl. 0 (Full)                          6/6 Energy
Lvl. 1 (Peckish)                  5/6 Energy
Lvl. 2 (Craving)                  4/6 Energy
Lvl. 3 (Hungry)                   3/6 Energy
Lvl. 5 (Famished)              2/6 Energy
Lvl. 6 (Starving)                 1/6 Energy

Eating once after becoming hungry increases energy by 1 next moon. Queens have 4 energy and kits have 3. Elders have 5.

Swimming Skill to flood survivability
Lvl. 0                  100% chance of death
Lvl. 1                   70% chance of death
Lvl. 2                   50% chance of death
Lvl. 3                   40% chance of death
Lvl. 4                   30% chance of death
Lvl. 5                   10% chance of death, can save 1 other cat
Lvl. 6                   0% chance of death, can save 2 other cats

Cats saved by a Lvl. 5 or Lvl. 6 cat have a 10% chance of death.

Fighting Skill to Damage
Lvl. 1                   0-1 Damage
Lvl. 2                   1-2 Damage
Lvl. 3                   1-3 Damage
Lvl. 4                   2-4 Damage
Lvl. 5                   2-5 Damage
Lvl. 6                   4-6 Damage

Damage effects Energy, which is also acts as health. Hyenas deal -4 damage each if not counterattacked. The damage dealt by a cat is subtracted by the damage dealt by a Hyena. If any damage is leftover, the cat sustains an injury.

Climbing Skill To Success
Lvl. 0                   0% Chance of success
Lvl. 1                   10% Chance of success, 80% chance of injury
Lvl. 2                   30% Chance of success, 70% chance of injury
Lvl. 3                   40% Chance of success, 60% chance of injury
Lvl. 4                   60% Chance of success, 40% chance of injury
Lvl. 5                   80% Chance of success, 30% chance of injury
Lvl. 6                   100% Chance of success, 10% chance of injury

Climbing can be used to escape enemies like Hyenas, collect fruit/herbs, and escape floods. Skill also determines how likely you are to fall and injure yourself.

Gathering Skill to Sticks
Lvl. 0                 0-1 stick
Lvl. 1                 1-3 sticks
Lvl. 2                 1-5 sticks
Lvl. 3                 1-6 sticks
Lvl. 4                 2- 8 sticks
Lvl. 5                 4-10 sticks
Lvl. 6                 5-12 sticks

Sticks are used to build and repair dens.

Plays to Beginning Skill Levels
3/6                 1 Lvl. 1 skill
6/6                 2 Lvl. 1 skills
9/6                 3 Lvl. 1 skills
12/6               4 Lvl. 1 skills

Kits who have 6 plays by the time they become Trainees will start at Lvl. 1 in two skills. Kits who have 12 plays or more will start at Lvl.1 in four skills.

Den Space to Cats
Base Den         10 Cats
Exp. 1                15 Cats
Exp. 2                20 Cats
Exp. 3                25 Cats

Dens take 15 sticks each to build. To repair they take 5 sticks. To expand they take 10 sticks. Every expansion is +5 cats. Once a den reaches 4 expansions it cannot have anymore, and a new den must be built.

Weaving Skill to Den Construction/Den Repairs
Lvl. 0                0% complete/repaired
Lvl. 1                10% complete/repaired
Lvl. 2                20% complete/repaired
Lvl. 3                30% complete/repaired
Lvl. 4                40% complete/repaired
Lvl. 5                50% complete/repaired
Lvl. 6                60% complete/repaired

Each % is for two commands. If multiple cats work on a damaged den then the percent they fix will be added together. Each den has a 3/3 status and 1 damage takes 1 stat. Damaged dens are likely to get worse and fall apart soon after. Cats can also become sick and lose health from sleeping in damaged dens.

Den Damage to Injury
3/3                        0% chance of injury, +6 energy
2/3                        40% chance of a Lvl.1 to Lvl. 3 injury, +4 energy
1/3                        60% chance of a Lvl. 2 to Lvl. 4 injury, +2 energy
0/3                        80% chance of a Lvl. 3 to Lvl. 5 injury, +0 energy

If a cat goes more than 2 Moons without a den- even uninjured- they will die. A cat's loss of energy from an injury will be taken away from the energy they received last moon from sleeping in their den. If they slept in a damaged den or none at all, there is a chance the injury will kill them.

Patrol to Border Strength
1 cat                     +.25 strength
2 cats                   +.5 strength
4 cats                   +1 strength
8 cats                   +2 strength
12 cats                 +3 strength
12+ cats              +4 strength

Cats skill level also affects border strength. If the party of patrolling cats is majority Lvl. 4 or higher, then they may receive normal to increased border strength. If the majority of patrolling cats are Lvl. 3 or lower, then they may receive normal to lower border strength.

Border Strength to Attacks
20/20                     0% chance of attacks, 0% chance of Battle Event
15/20                     20% chance of attacks, 10% chance of Battle Event
10/20                     40% chance of attacks, 20% chance of Battle Event
5/20                        60% chance of attacks, 40% chance of Battle Event
0/20                        80% chance of attacks, 60% chance of Battle Event

Border status in between the given stats will follow the same percent it's closest to.

Ex. 13/20 20% chance of attacks, 10% chance of Battle Event

Foraging Skill to Herbs
Lvl. 0                   0-1 Herbs
Lvl. 1                   1-6 Herbs
Lvl. 2                   1-8 Herbs
Lvl. 3                   2-12 Herbs
Lvl. 4                   4-16 Herbs
Lvl. 5                   6-20 Herbs
Lvl. 6                   10-24 Herbs

Injury to Herbs
Lvl. 1  (Slight)                    2 Herbs
Lvl. 2  (Minor)                    5 Herbs
Lvl. 3 (Mediocre)             10 Herbs
Lvl. 4 (Serious)                 15 Herbs
Lvl. 5 (Severe)                   20 Herbs
Lvl. 6 (Lethal)                    30 Herbs

Injury to Energy
Lvl. 1  (Slight)                    -1 Energy, 2 Moons to progress to Minor
Lvl. 2  (Minor)                     -2 Energy, 2 Moons to progress to Mediocre
Lvl. 3  (Mediocre)              -3 Energy, 1 Moon to progress to Serious
Lvl. 4 (Serious)                 -4 Energy, 1 Moon to progress to Severe
Lvl. 5 (Severe)                   -5 Energy, 1 Moon to progress to Lethal
Lvl. 6 (Lethal)                    -6 Energy, must heal same Moon

If an injury is left untreated the cat's energy will go down every moon. The amount depends on the seriousness of the injury. If the cat is left untreated for one moon and then treated the next, their energy will increase in increments of 1 for the next few moons. If a cat reaches 0 energy and are not healed that moon then they will die the next.

Healing Skill To Injury/Survivability
Lvl. 0                   0% for everything
Lvl. 1                   70% Slight, 60% Minor, 40% Mediocre, 20% Serious, 0% Severe
Lvl. 2                   80% Slight, 70% Minor, 60% Mediocre, 40% Serious, 20% Severe
Lvl. 3                   90% Slight, 80% Minor, 70% Mediocre, 50% Serious, 30% Severe
Lvl. 4                   100% Slight, 90% Minor, 80% Mediocre, 60% Serious, 40% Severe
Lvl. 5                   100% Slight, 100% Minor, 90% Mediocre, 70% Serious, 60% Severe
Lvl. 6                   100% Slight, 100% Minor, 100% Mediocre, 80% Serious, 70% Severe

To heal a cat the required amount of herbs for the injury must be given. Depending on the % of the injury healed, the leftover % would be applied to the former amount of herbs and the cat would be given those and healed again.

Ex. Cat A has a Lvl. 4 injury and is given 15 herbs and treated by a Lvl. 5 Healer. 70% of their injury is healed so the leftover 30% is applied to the 15 herb requirement. They are then given 5 more herbs and treated a second time by any Healer that can heal 30% or more of a Lvl. 4 injury.

Spirituality to Visions/Signs
Lvl. 0    (Laic)                         The majority of cats; does not communicate with the Gods and cannot interpret signs from them, 0% chance of receiving signs.
Lvl. 1        (Beginner)              Learns to recognize physical signs and general/obvious meanings assigned to common ones, 20% chance of receiving signs
Lvl. 2        (Reader)                Can interpret small physical signs and others dreams. May have small, quick communications, 30% chance of receiving signs/dreams.
Lvl. 3       (Medium)              Able to receive small dreams or share others'. May receive and interpret bigger signs. 40% chance of receiving signs/dreams, 50% chance of receiving visions.
Lvl. 4       (Sybil)                    Receives regular visions at the designated ceremonies and is able to interpret them. Readily interprets and receives physical signs. 50% chance of receiving signs, 60% chance of visions. (Pass 2: May the Sun light your path)
Lvl. 5      (Augur)                   Receives visions at ceremonies, and smaller ones outside of them. Interprets visions and physical signs well and easily. 70% chance of signs, 80% chance of visions.
Lvl. 6      (Prophet)              Receives all major visions and signs, regardless of ceremonies. Has the best interpretation abilities and may even talk to the Gods. 90% chance of signs, 100% chance of visions.

Spirituality is used to communicate with ancestors and the Gods. It is mostly employed by Priests, but may be focused on by the Chief or Healers as well. (Rangers cannot increase their spirituality).

Spirituality to Prayers/Divination
Lvl. 0 (Laic)                      0% chance of success
Lvl. 1 (Beginner)            10% chance of success
Lvl. 2 (Reader)                20% chance of success
Lvl. 3 (Medium)              30% chance of success
Lvl. 4 (Sybil)                     40% chance of success
Lvl. 5 (Augur)                   50% chance of success
Lvl. 6 (Prophet)               60% chance of success

Priests can ask Behminau for rain, Aiylah for blessings, Aimuen to heal, and Kayit for prey with their prayers.

Bonding to Relationship
Lvl. 1                 Acquaintances
Lvl. 2                 Familiar
Lvl. 3                 Friends
Lvl. 4                 Good Friends
Lvl. 5                 Best Friends
Lvl. 6                 Mates/Platonic soulmates

Must be Lvl. 6 bonding to be mates. Must be at least Lvl. 3 bonding to have kits. Cats of the same former clan start at an automatic Lvl. 2 bonding.

50% chance of kits every time the breeding command is used. 1-5 kits possible. Kits start at an automatic Lvl. 2 bonding with their parents. Playing with adult cats is also a bonding command. 25% chance of finding kits every time the command /search for kits...(name) is used.

Negative Bonding to Relationship
Lvl. 1               Dislike
Lvl. 2               Contempt
Lvl. 3               Antagonistic
Lvl. 4               Hatred
Lvl. 5               Enemies
Lvl. 6               Nemesis

Cats can also use negative bonding to create hostile relationships. Negative bonding has the same amount of affect per command as regular bonding. All bonds can be one sided as well. If the other character in a bond does not respond to the command then the bond will become one sided.

【Commands】

All commands take one energy. Bonding does not take any energy, but you can only bond with the same cat up to 6 times per moon.

Commands can only be multiplied up to 3

A single command levels up a skill or bond by .25 Multiplying the command multiplies the level up accordingly. A Trainee must have Lvl. 3 in at least 3 skills to rank up.

If a cat trains with another who's skill level is 3 above theirs, then they will level up .5   This only applies to adult cats

Once a cat reaches Lvl. 6 in a skill, it will stay that way for 3 Moons before going down .25 each Moon.

Most of the people who join this game will be already familiar with commands and how they work so feel free to adlib a bit. This list is just for special commands and the basics for newcomers.

Chief:
/attend Moon Ceremony... (name)
/train [Heir's name]... (name)
/assign [cat name] as mentor to [cat name]... (name)
/accept [cat name] as Warden... (name)
/banish [cat name]... (name)
/condemn [cat name] to death... (name)

Training the Heir acts as a bonding command and levels up the Heir in 2 random skills.

Heir:
/attend Moon Ceremony

Priests:
/divine [deceased cat]... (name)
/lead Moon Ceremony... (name) -High Priest
/perform Moon Ceremony... (name)
/communicate with [God name]... (name)
/pray to [God name]... (name)
/bless [kit name(s)]... (name)

Healers:
/heal [cat name]... (name)
/heal [cat name] x2... (name)
/heal all... (name)
/forage for herbs... (name)
/forage for herbs x2... (name)

Warden:
/lead patrol... (name)
/report to [Chief's name]... (name)

Rangers:
/report to [Warden's name]... (name)
/patrol with [cat name(s)]... (name)
/patrol with all... (name)
/vote for [cat name] for Warden... (name)

Only the oldest Ranger on a patrol needs to report to the Warden.

Bonding:
/bond with [cat name]... (name)
/bond with all... (name)
/argue with [cat name]... (name)
/bond negatively with [cat name]... (name)
/play with [cat name]... (name) -Mostly Kits
/play with all... (name) -Mostly Kits
/tell story to [cat name]... (name -Mostly Elders

Training:
/train with [cat name] blank skill.... (name)
/train blank skill alone... (name)
/train with all blank skill... (name)
/request [cat name] as mentor.... (name) -Older Kits
/accept [cat name] as apprentice... (name)

Skills:
/hunt... (name)
/hunt x2... (name)
/hunt with [cat name].... (name)
/hunt with all... (name)

This formula can basically be applied to all skills


【Territory/Locations】

Descriptions will be added as places are discovered in the game

𝘊𝘢𝘮𝘱🌿
Dense copse of trees with long grass and brambles surrounding it. Most dens are partially dug out under bushes. The trainee den is in a hollow fallen tree. The healer's den is in the roots of a tree. A tall smooth stone sits at the end of camp with the commandments of Aiylah written on them. It is a speaking place for the leader and has a crack in the side that acts as the leader's den.

Great Baobab🌳
Far from camp, stands somewhat alone, a large Baobab tree with unusually long and curled branches, sturdy and woven enough for cats to walk and lay on them. It was previously used to increase spirituality and chance of visions for Priests, especially on full moons and at dawn. When not in use by Priests, any cat go there to hang out and sunbathe.

Sunbathing in the tree is a bonding command, +10% chance of signs, +20% chance of visions

Fyieck's Fjord 🌊
If you wander east of camp, over the grassy rises, not too far from there you'll come across a great, rushing river. The river is the is much to wide too cross, and too swift  to consider swimming. Not to mention, many animals come to the river to drink and play, including large predators. In Storm-Fall it is prone to swelling and creating a flood, which can be extremely detrimental. However, the river is also the personification of Fyieck, and is a good place to contact him for prayers and worship. Many useful herbs can also be found around its banks. It also appears to have some tributaries branching off.

+10 herbs, 20% chance of predators, 30% chance of injury, 10% chance of being swept away

Kayit's Quagmire 🌿💧
Following the same route used to get to Fyieck's Fjord, if you turn north after leaving the grassy rises, you will notice the ground starts to become damp. Clumps of grass form and water pools between them. Muddy streams wander through the plants and leave paths of silt trails. In some places, the water rises above the plants into ponds, deep and wide enough to challenge swimmers. This place is a marsh, and is quite expansive. Many small, easy to catch prey reside here, but be warned. It's easy to slip on the damp grass, or get your paws stuck in mud. You might find yourself falling into a water, or into a sinkhole, or perhaps something bigger than you is lurking in the ponds.

◙ +5 prey, 30% chance of predators or sinkholes/slipping

Location 6 🌱🌊

Following east along the Silent Stream, away from camp, the stream begins to widen and churn, turning into more of a creek. It's still gentle enough to cross at this point, but might require a strong swimmer to push against the current's waves, and is now several tail-lengths deep. Soon the creek takes a sharp turn north, the land around it deepening and rising in the beginning folds of hills. The water stays the same width as you continue, the growing hills enclosing the creek, but it continues to deepen and tumult, carving down into the land to create a steep valley. Finally, the current reaches the largest hill of all, bending away from it to return east. The rise is quite steep, and not easy to climb down, but has many herbs growing on its bank. The water itself is very swift and rough at this point, but large gleaming fish ride in it, promising a large meal if you can catch them. To continue following the water, it will lead you to the forest bordering the hills, and into them you will find the Water Haven, revealing this as the same tributary from Fyieck's Fjord. 

◙ +5 herbs, +3 prey, +10% chance of being swept away

Clearsight Pool💧🪷
Deep in the forest, there is a large pond. It has semi transparent, deep blue waters, and a sheer rock face on one side, where a trickling waterfall flows. Thick foliage surrounds the pond, giving it a private feel, and large stone slabs just out and lay on the waterfall side, where cats can lay and dry without getting muddy. Several earthen paths lead to and from the pond. Similar to the Great Baobab, it was used as a hang out place during the day, and could be used to receive visions by Priests during dawn and full moons. The waters are also rumored to be blessed, and might heal cats who swim in them.

+20% chance of visions, 40% chance of +1 health

Goldengrass Burrows ☘️
Far north from camp, deep in the savannah, there is an area of long grasses and small hills. Although it doesn't seem particularly significant, if you walk forward without caution you may very well fall into a deep pit hidden beneath the grass. If you look carefully, you can see the seam of woven grass in the ground and avoid the trench. Skirting the edges of it, you might notice a small hidden entrance in the hill side. Enter it and you will walk through a dirt tunnel, into a large clearing. It's lit by green tinted sunlight, the sun filtering through living woven grass roof and walls. Many tunnels of grass branch off from the main clearing, and a few in the earth of the hill it's sidled against. Some clan member's recognize this place, and revealed it as GrassClan's former camp.

Relatively intact, could be used to house cats or store supplies temporarily.

Water Haven 💦🍃
Following a tributary from Fyieck's Fjord, this one seems to be calmer, and gradually thins as you follow it. Soon the stream has entered a foliaged savannah, dotted with a few trees. The trees increase, and so does the foliage, until you come across a bramble wall. There is a clever entrance hidden among the branches, but it requires you to swim, so be up for the challenge. Here you enter into a large earthen clearing, with some patchy grass and plants clinging to the hard packed ground. The stream you swam through cuts almost perfectly through the middle of the clearing, which is well-lit, but dappled, and shaded around the edges as thick trees line the bramble walls. There seems to be dens woven into the walls, and a tree standing apart from the brambles in the clearing catches your attention. Claw marks line the prominent roots, although not deeply, and many of them, suggesting it was climbed often, perhaps for leading a meeting. If you walk around the tree, there is a large hole in between the roots, leading to a den. Some of the clan members recognized this place, and revealed it has StreamClan's former camp.

Relatively intact, could be used to house cats or store supplies temporarily.

Friendship Hill🪨☀️
At the northern end of the forest, facing east towards the savannah again, there's a large, steep grass covered hill. The top of the hill is level with the forest, and the upper half has large flat stones laying around it, perfect for sunbathing. Grasses and flowers grow around the stones, and lizards and insects can be seen on them and in the plants. It often has a nice breeze and is shaded at the top from the trees and open to the sun on the lower parts. The hill is very peaceful and enjoyable, a good place to relax and spend time with friends.

◙ +.5 bond

The Silent Stream💧
A little ways from camp, close enough you can see the water, is a large stream that runs through the savannah. It flows gently all times of the year, and has a low sturdy bank with grasses and moss around it. It's shallow enough a tall cat can touch the bottom a few feet from the bank, but after that it's deeper and you must swim across. The stream isn't too wide though, only a few fox lengths, and the current is light and easy to swim against. Lower down the stream there is a scuffed out area of bank that dips down into the stream like a mini beach. It's a nice place to sunbathe and play with friends, as well as train swimming. The stream overall is a convenient source of water and flows throughout the savannah, connecting to the stream in the Water Haven, and the end near camp heading east to the forest. 

◙ +.5 bond, +.5 swimming skill

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