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A gargoyle and lycan B/C 

Tags: gargoyle, lycan, breedables, RP encouraged 

Reply [RP] Exiles Clan
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Talon the Assassin
Captain

PostPosted: Thu Jan 12, 2012 5:44 pm


[The Exiles Clan]

They first started off as one large clan with the ancestrals, but were driven off for choosing to follow the leadership of the Divine, and now are a new clan all to themselves.They are exceptionally young and disorganized saved for the few god-goyles they have to turn to for guidance. Having started out as a ragtag group of followers, the lazy, thieves, and murderers they've evolved into a simple society with one real rule: mind your own business. They aren't very close as a clan, and some avoid contact all together, but everyone agrees that the Divine are the ones calling the shots. ... No one really wants to challenge them on that either.
PostPosted: Sun Jan 15, 2012 12:19 am


[Territory]

Having been driven out from the ancestral's fortress, their home since ancient times, the exiles have settled down in what one could call a deep valley. Protected on both sides by high canyon walls its unlikely that anything will be able to scale their sheer size without tremendous difficulty, if not face lethal consequences for doing so. To their back is a large mountain face with steep and slippery slopes, that at the bottom opens up to a shallow cave structure. To even get to the exiles' home one must traverse a long, narrow forest path that winds and curves in on itself several times, making it difficult to tell which way you're actually going. The journey itself can take several days to complete, and at its narrowest is only large enough for two medium sized beings to walk side by side.

Resources

Near the back of their territory, towards the base of the mountain lies a small pool of collected water from when the rains poor or snow melts from the mountain tops. The pool empties into a little babbling stream that travels further down the mountain, but often runs dry in times of little to no rain. There are few wild vegetables and greens that grow in this area, so if a gargoyles wants any they'll likely have to tend to their own little garden, only big enough to sustain a few bellies year round, if that. Wild game is abundant closer to the forest, and hunters need to traverse their winding canyon and forest path to get to it, making hunting trips several days long before they return with their catch. The clan does not hunt for each other, each member or family is expected to provide for themselves, or have valuables enough to trade with other members that have spare meat.

Talon the Assassin
Captain


Talon the Assassin
Captain

PostPosted: Sun Jan 15, 2012 12:20 am


[Lifestyle]

The clan mostly keeps to itself, strangers aren't inclined to help each other, and unless you're able to gain the trust of friends then you'll likely be on your own when it comes to the survival of yourself and you're family. Of course, there is that oddball in every group that always sticks its nose in everyone's business, and clan will likely deal with that on an individual level depending on annoyance level.

The Divine

By far the largest part of the clan's society is the worship of the god-goyles: old souls that have been reawakened and fused with powerful, but wild magic that's altered their appearance and scrambled their memories. The clan turns to them for guidance and leadership, especially when a decision needs to be made that will effect them as a whole. Very few oppose the word of the Divine, and usually at their own peril, if not by the Divine by themselves, then the followers of that god-goyle may take matters into their own claws. Its considered normal, if not somewhat expected, for members to follow in the beliefs of one particular Divine over another: there referred to as that gargoyle's patron or matron. If a devout follower catches the eye of their patron or matron Divine, then they may be given special tasks or champion for their cause. Be warned; however, most Divine have conflicting views with one another, and its easy to make rivals with followers of other patrons or matrons.

Personal Quarters

Most members build huts for themselves and their families, preferring to stick their homes close to the canyon sides and leave the middle of their territory open for gathering or trading purposes. These huts are created with tanned animal hides, leather, and sturdy poles stuck into the ground. They can be elaborate or plain depending on the individual and how much work they put into their living space. They're usually not that big, but sometimes you'll find the occasional neighbor wanting to outdo each other, winding up extravagant tent setups and gaudy decorations.

In the clan there are adventure's known as heroes, for the clan believes they have a superiority complex and call them by this name either in jest or just to be condescending. However, there is no denying the skill of these heroes, and when they take the few log cabins that litter the middle of the territory as personal homes, few dare to speak up about it. Even if that building had previously been used for trading purposes or was the makeshift shop of some artisan the day before.

When it comes to the Divine and their family, if they ever choose to create one, they have many vast chambers in the shallow cave structure to choose from. There's enough space in most of these chambers to hold the entire clan, but few are ever welcomed into the home of a Divine, and most are punished for trespassing without permission. Often times these are the most decorated chambers in the clan, littered with lavish gifts from followers.
PostPosted: Sun Jan 15, 2012 12:21 am


[Loose Morals]

Almost anything goes for these gargoyles, as long as it doesn't hurt the clan on a whole. There are few restrictions, but by far the most guarded of the clan and probably the most greatly punished.

Treason

Its common knowledge that the Divine govern and direct the clan when they see fit to do so, even if its members are mostly allowed to go about their business as they see fit. Most everyone listens to the word of their patron or matron, and its a fool who opposes their will. Not only is it likely to anger a Divine by refusing its wishes, but the clan may also turn on the offender. Without much organization save for that of the god-goyles, the clan mostly runs itself, and may fall into mob tendencies if order is not restored quickly.

Deals with Lycans

The clan has its shady dealings, but none of these should include those hairy beasts. For all they've wrought on their species in times past, most of the Divine are highly agitated by lycans and dislike the idea of working together. Of course, this depends on the individual, as others may be more bitter than the rest, and some may even be compassionate. Should this situation ever occur, tread carefully and deal with a Divine cautiously, as they often times don't make their position known until the situation comes up.

Ancestral Exiles

Are mostly welcomed into the clan after they've been chased from their old one, but may take flak from the members of the exiles for having partcipated in the original exiling that caused them all to uproot themselves and move here. The Divine see this as a victory however, and are glad to further weaken the ancestral clan by taking on their former members- and thus leaving them 1 member weaker.

Talon the Assassin
Captain

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[RP] Exiles Clan

 
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