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A gargoyle and lycan B/C 

Tags: gargoyle, lycan, breedables, RP encouraged 

Reply [RP] Ancestral Clan
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Talon the Assassin
Captain

PostPosted: Thu Jan 12, 2012 5:40 pm


[The Ancestral Clan]

The gargoyles of this clan work for the betterment of the whole, rather than the selfish desires of a few. They have a long history of waging war with the lycans, and are always preparing for the time when their ancient foes mount another attack on their fortress. The clan recently suffered a massive blow to its numbers a few decades back in the last lycan attack, and worse still have split themselves even further by driving out the foolish exiles and their self-serving gods and goddesses. As of currently, the Ancestral clan's ranks are dangerously low, and they may not survive a full out battle with either of their enemies: the lycans and the exiles.

For now, they've dug their heels in and are rebuilding from the ground up. Hoping that until the time comes when they must test themselves in battle once more against their foes, that the walls of their fortress are sturdy enough to offer protection from the inevitable.
PostPosted: Thu Jan 12, 2012 6:57 pm


[Territory]

The gargoyles of this clan retained residency over their ancestor's territory. Centered in a lightly forested area is a large stone fortress, enclosed by thick, tall walls much like that of a medieval castle. The only way in is through a set of large wooden doors many times taller than your average gargoyle, and almost always kept under heavy guard. Immediately within the walls is a common area, filled with small buildings made of either stone, wood, or clay that non-combat members of the clan can inhabitant and use to raise their family. They're fairly simple in build, and clustered close together. Further down the path are larger buildings used for a variety of reasons. Artisan shops, meeting areas, and other general organizations such as the hunter's guild and scout's headquarters. By far the largest of these buildings is an immense stone structure many times the size of the common area, as its used to house the warrior ranks and the mage gargoyles that help them in battle. They live, train, and organize in this building, and have also been known to call great meetings of the clan into its high ceiling great hall in times of need where the clan must ban together.

Buildings of Note

  • Hunter's Domain: A gathering place for any hunter to form groups or swap stories.
  • Scout's Guild: All information gathered is compiled here and all assignments posted along the walls.
  • Pub: All clan members go here to wind down and mingle when they're off duty. It can get rowdy at times, but all in good fun.
  • Cook Hall: A few dedicated clan members spend their time creating delicious meals out of the harvest and hunt brought to them. All are welcome at any time.
  • Trader's Hut: Personal valuables and curiousness are traded and swapped here. Either to the Hut's stock room or to other clan members.
  • Stronghold: The living quarters of the warriors and mages, used to hold large clan meetings or other business clan members might have.


Outdoor Areas

  • Blacksmith's Workbench: Artisans and crafters gather here to create find weaponry for the clan. Requests can be made here.
  • Wishing Fountain: A popular place for youth or mated couples to spend time wishing and talking of the future.
  • Garden and Orchard: The clan's collection of edible greenery, kept fresh and growing by a few dedicated members.
  • Kennels: Housing for the clan's beast companions, mostly brought in by hunters who've successfully wrangled them from the wild.
  • Bonfire Gathering Site: When the clan wants to wind down and spend time together, they use this area to tell stories.
  • Practice Arena: For non-warriors to train and spar or duel against one another in cases of restlessness or offense.

Talon the Assassin
Captain


Talon the Assassin
Captain

PostPosted: Thu Jan 12, 2012 6:58 pm


[Culture]

The members of this clan rely on one another to excel at their different tasks, viewing it as the best way to survive in their current condition. For this reason, gargoyles are grouped together based on their physical capabilities, and trained from a young age to know as much as there is to know about their role in the clan. Not everyone may see eye to eye on the subject, but the vast majority of the clan believes its the best way to go about functioning as a society.

Ranking

There are four separate ranks within the clan: the hunters, mages, scouts, and the warriors all serve their own purposes. Its very rare for a gargoyle to switch to a different rank than the one they were assigned, but not unheard of. In order to do so, they'll have to prove themselves in a challenge set by the leader of the group they wish to join, and even if they are successful may still suffer scrutiny further along the line if their performance seems to weaken or pale in comparison to the natural rank holders. Therefore, its very risky business to switch ranks, as others may view it as a threat to their clan's survival.

Though the ranks organize and perform tasks within their own group, they do however work together for the betterment of the clan. The leaders of each group regularly hold meetings to discuss issues or information that may effect the clan in some way. No one has particular seniority over the other, so its important that they come to a decision they can all agree on. Sometimes this can be difficult as they have different ways of viewing how an issue should be handled, and other times they'll reach an agreement without delay. As a clan they depend on each other for different reasons, and so tend to be as reasonable as their personality or circumstance will allow.

Entertainment

Though the clan takes its work and training seriously, there is time to wind down and relax for any member no matter their ranking. One of the more popular places is the pub, a large wooden structure that houses various tables and chairs as well as a makeshift tavern setup; however, everyone serves themselves. Alcohol hasn't been created in this realm, but the gargoyles do have something slightly similar to mead. Cool tea water tempered by honey and sweet fruit juices that do loosen the mind and calm stress for a short period of time. In this state of mind, several games or challenges may be placed or waged on by rowdy individuals. Races, tests of strength, word puzzles, or skill challenges to name just a few of them.

Courtship

Attempting to court a member of the opposite sex is taken seriously within the clan, and not always a private affair. Clan members may try to encourage or discourage certain matches in subtle or blatantly obvious ways, but ultimately its the pair's decision on whether or not they'll work out as a couple. Courting may take as long as they feel is necessary to get to know one another, sometimes even dragging on for years at a time before a decision could be made; in the worst case scenario they decide to break it off even after such a long time.

Mating

Is a highly celebrated occurrence in the clan. Their numbers are few, so when a courtship ends in mating the pair is given the next week off from their duties and most everyone is in high spirits. Gifts may be given and special treatment should be expected, though some individuals don't do well with all the attention giving it will not stop the clan from throwing festivities their way. Of course, this all depends on the individuals involved.

A mated pair of gargoyles often work together if they share the same rank, or occupancy the other in their duties if their not. In that sense, a warrior who is mated to a scout may go so far as to follow along with their mate on simple patrol details, and likewise the scout would be allowed to watch and perhaps participate in its mate's combat training session. Though, if the risk is too great for one or the other, or the leader of that rank feels tagging along will place the clan or one of its members in jeopardy, it will restrict this privilege without hesitation.

When it comes to the quest of children, the pair is expected to watch over and guide its young into the ways of the clan; though, the community may also extend helping claws in this case out of goodwill.
PostPosted: Thu Jan 12, 2012 6:59 pm


[Laws to Live By]

Theft and Murder
Are not tolerated in the clan. Anyone caught doing one of the following will be brought in front of the council of the four ranks: the commander, assassin, lord and alpha. It will be up to them to determine the correct punishment depending on the severity of the crime. They are not above sentencing someone to be tortured, or in the most extreme cases exiled from both family and clan and left to the mercy of the forest with nothing but their claws.

Training and Work
Everyone is expected to pull their own weight and perform whatever assignments they are given. Failure to do so out of laziness or insubordination will be dealt with by the leader of that rank, who has the freedom to punish as they see fit. With so few members to rely on, the clan has no leniency for this sort of thing when it could very well endanger the lives of others.

Tolerance of Lycans
Is completely frowned upon. Lycans are dangerous enemies that travel in packs and are crafty enough to use language to their advantage. The ancestral gargoyles are still very bitter over the recent events, having lost many clan and family members in the slaughter of the last great battle with the lycans, and are not likely to cooperate or even show mercy when dealing with the beasts.

Relations with Exiles
Its entirely possible that at least a few clan members have family members or close friends that were exiled for turning to the god-goyles for leadership, but that does not mean they are welcome into clan territory. Any exile caught within or near the fortress will be driven off, anyone of the clan that defends or otherwise helps them will be severely punished.

On the other side of the spectrum, if a gargoyle is caught having a relationship with a gargoyle of the exiles clan, they'll be warned to first break it off. If the behavior continues, they'll be given the choice to either remain faithful to the clan (breaking it off) or faithful to the heart (being exiled to the other clan). This is considered a merciful choice, as a gargoyle's soul and love are important, and it may only be given once, so if the offender wishes to truly give part of themselves to the individual they may in fact do so- at the cost of their clan.

Now, if children are gotten through an ancestral/exile pairing, and born into the clan, that begets serious problems. Exiles are forever banned from ever rejoining the ancestral clan, and that includes their bloodline. The ancestral parent has to make a choice, either their kids go alone, or they go with them. The clan does not look kindly on this sort of situation, and its likely to be dealt with harshly.

Talon the Assassin
Captain

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[RP] Ancestral Clan

 
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