Post by autumn on Nov 13, 2018 6:58:44 GMT -5
.. DUNECLAN LORE ..
Cat-egories:
- Type of Leadership
- Location
- Skills/Expertise
- Clan Lifestyle and Religion
- A Clan of Many Rules, Roles, and Superstitions
- The Seasonly Migration from Oasis to Oasis
- Reincarnation and the Cycle of Life
- White Spotting and the Cursed
- The Gods and the Worship of Them
- The Story of the First Oasis
- The Trial of the Moon and the Trial of the Sun
- Clan Appearance
- Diet
- Clan Roles
Type of Leadership: The Diarchy. There are two leaders: one for the Nightwalkers and one for the Daywalkers. Each of them work together and are involved with clan decisions. Each cat is given three lives upon being made leader, and their suffix is changed to -water. There are three medicine cats, each with different jobs in the clan.
Location: DuneClan lives in a desert, though sparse to the uncultured eye, the clan has adapted to live in their home's harsh conditions. The sand is a rather vibrant orange-red color, and is rather rocky and dotted with bushes. Rain is infrequent, so the clan has learned to settle near oases to get a constant source of water. Still, they have to migrate depending on the time of year to a deeper oasis or to a shallower one. Their territory is expansive and the largest of the three clans; it would take moons to cross all of it in one go.
Skills/Expertise: DuneClan prioritizes hunting skills, and are not especially good at battling other felines. They rarely spar, and when they do, one cat usually mimics the fighting patterns of a snake or another predator. In general, these cats are nimble and can easily dodge snakes, scorpions, and birds of prey, as well as catch them. They are excellent at building and repairing dens, in addition to making simple tools to help them do so. The cats have developed good problem-solving skills and many solutions to problems common in their desert home. Those with lighter coats that reflected sunlight would go out during the day, and those with darker coats that absorbed the heat would venture out into the night.
DuneClan wasn't always split into two groups. They originally only hunted during the day, but cats would come back to camp empty-pawed and there was never enough prey to go around. Cats were starving. So the leader at the time decided that the cats who had dark pelts would hunt at night as they blended in with the greyscale, and the rest of the cats would hunt during the day. They should bring back double the prey. It took moons for the cats to adjust, but sure enough this system made sure there was enough food for everyone.
Clan Lifestyle and Religion:
A Clan of Many Rules, Roles, and Superstitions:
DuneClan has many specific rules that the cats within the clan must follow. One of them is that Daywalkers and Nightwalkers cannot be mates. This rose out of necessity, as it wasn't always a rule. The leaders at the time saw that cats would be distracted by mates in the other group. Sometimes they would switch their sleep cycle and hunt during the opposite time so they could be with their lover, they would move dens, and they would neglect their duties. Kittens were being born that didn't fit in either group, so they felt outcasted or alienated by their clanmates with parents of the same role. And worse, if things didn't work out or when punishments were administered for lack of work, the split roles were blamed. Relationships were fraying, the differences between the roles were getting muddled, and the leaders feared that there may be no difference between the Nightwalkers and the Daywalkers by the end of it. So they banned any romantic relation between the two groups. Though it was met by outrage, the leaders never backed down. And though the leaders never got to see their hard work make a difference, it certainly changed the clan for the better. Cats now fit their roles perfectly, and weren't distracted from their duties as often. There were less friendships between Daywalkers and Nightwalkers too, but that was just because one slept while the other was awake and about. They were just never meant to be any more than clanmates, ships passing in the night.
They also have a lot of odd superstitions. Never step under a bird's shadow or it will attack you, to name one. Nobody really knows how these came about, as each family may have varying rules that they live by. Two families may have similar ones that stem from entirely different ancestor's experiences. There are a few clanwide superstitions, which include the dislike of the color white- especially when it is on a cat. It symbolizes impurity of the soul and oftentimes mourning or death.
The Seasonly Migration from Oasis to Oasis:
This clan has two special camps that are next to oases. During the hottest season, they must migrate to a deeper oasis because their other one dries up. One of the leaders is always leading, and that depends on the time of day it is; Nightwalkers lead during the night, and Daywalkers during the day. The other leader will follow at the back and ensure that no one is left behind. The Traveller often accompanies the leader at the front, as they know the most about the territory. Kittens too large to be carried but too small to walk all the way may be pulled on a large palm tree leaf. Elders, heavily pregnant queens, and sick cats may also be transported this way. The migration takes at least a moon if there are no setbacks. There are many smaller camps and oases along the way for cats to rest at and regain their strength, but they never stay there for long. Cats must be used to walking long distances under grueling conditions, as they may not have time to stop and hunt or be able to find water to drink. But it is a necessity, and older cats who have travelled the way many times in their lives may remember good spots to stop that the younger generations may not know about.
The Moonlight camp is the camp they reside in during the cooler and rainier moons of the year, as the shallower oasis fills up with water and does not evaporate. There are better hunting spots and more plentiful prey around this camp, which is why they choose to travel here instead of staying at the Sunshine camp all year long. The Sunshine camp offers a more steady source of water, shade, and protection, yet cats must travel further and hunt harder to catch the same amount of prey.
Reincarnation and the Cycle of Life:
DuneClan cats believe in reincarnation. Just like the way that the sun and moon cycle through the sky, the way that the seasons continue in an endless circle, and the way they migrate from camp to camp, life is also a cycle. After cats die, they are reborn into another cat. Your soul is eternal and is valued above all, your body and mind are merely a home for it and allow it to interact with the word. There are tales told of particularly bad cats who are reincarnated into snakes, scorpions, or vultures after they die, but no one can confirm whether they are true. You must be kind to others, perform your clan duties, and worship the gods if you wish to be reincarnated as a cat with no white spotting. Otherwise, your decisions will be punished by your soul being trapped inside a Cursed or worse.
White Spotting and the Cursed:
White spotting is the judgement of how pure your soul is. It is considered a tarnishing of your soul, so much so that it is shown in your physical appearance. Even if you do not have enough white enough to considered officially Cursed, the more spotting you have the less your clanmates tend to trust you. Long ago, elders say, there was a cat with fur the color of pale clouds who almost destroyed the clan with their evil. The exact details of this story are fuzzy and the deeds of the White Cat become more and more horrifying with each retelling. Kits and trainees are warned that if they are disobedient, the White Cat will come and take them away. Various other warnings and superstitions are passed on through the generations about the White Cat, leaving everyone in fear of them and anyone who looks like them.
Those with close to or more than half of their body covered in white are considered cursed. When a cursed kit is born, they are raised until they no longer need their mother's milk (roughly two moons) and are then given to the Cursed living inside the clan to take care of. They are not officially trained as trainees, and are not officially given warrior names. It is common for parents to not name a cursed child, and for Cursed cats to chose their own name. These cats live in a den on the outskirts of camp, and are only allowed the last pick of prey items, otherwise they must hunt for themselves. They are forbid to reproduce or have mates, if either of these things are done the cats in question will be banished or executed. Oftentimes medicine cats will refuse to treat a sick cursed cat, saying that it is the gods punishing them for their bad deeds. Nightwalkers and Daywalkers have been taught to despise the Cursed from birth. This may show itself like fear, or a belief the Cursed are less than cats. They avoid them like the plague if they can, and ignore them if they can't. When alone with a Cursed, their true feelings may come out but otherwise they hold their tongue. If a cat is seen or reported being kind to a Cursed, all cats in question will be punished (the Cursed more than the clan cat(s), generally.) Often these cats will leave DuneClan and strike out in the desert alone or in small groups, though they face very low survival rates and often die at the hands of the merciless desert. Anything is better than being treated like a monster by your "clanmates," they say. The Cursed usually refer to the other DuneClanners as "'walkers," and rarely call them their clanmates other than as a sarcastic term.
The Gods and the Worship of Them:
Duneclan cats believe that there are as many gods as there are things in the universe. That is; infinite. Though the clan focuses on worshipping a main set of gods, it is a cat's choice as to which gods they worship. There is the Moon or the Night god, known as Mayank, who symbolizes the coolness, calmness, and depth of the night. He is perceived as male by most cats, and is also known for his intelligence and fair judgement. The next is the Sun or the Day god, known as Ahnay, who symbolizes the brightness, intensity, and excitement of the day. She is usually perceived as female and is renowned for her leadership skills as well as her confidence. The third is the Water god, sometimes referred to as the god of the Oases or the god of Rain. Their name is Oases, but it is common to hear them be referred to as Ara. They are perceived as genderless. They represent the ability to flow and change throughout life, as well as acceptance, good health, and good luck. There are many other gods mentioned in stories such as the god of serpents or the god of thunderstorms.
There are various ways the gods may punish cats, this includes giving them white markings in their next life. Other punishments are bad luck, illness, or infertility. Parents that give birth to stillborns or defective kits may be hiding something from the clan that only the gods can see. Kits with an "unknown" father are very highly chastised, as if their mother wants to keep the father secret they assume the father is cursed. Cursed toms in the clan may be interrogated and executed, or the kitten's appearances scrutinized to figure out who their father is. The mother will also receive punishment if no one steps up as the father and/or a cursed cat is found to be it. Flings are also uncommon in the clan, as kittens born from two parents who are not mates is said to displease the gods. There is an exception for surrogate litters of course, as both the blood parents would raise the kits together or are on good terms with one another.
The Story of the First Oases:
Wip. Will possibly be a story contest in the future.
The Trial of the Moon and the Trial of the Sun:
Before a trainee Daywalker or Nightwalker can become a full warrior, they must first perform well on their respective trial. The Trial of the Sun is for Daywalkers, and the Trial of the Moon is for Nightwalkers. They are judged on the same core skillsets, but Daywalkers must show promise hunting during the day and the Nightwalkers during the night. The purpose of the trial is to know that the trainees are ready and skilled enough to survive out in the harsh desert. It is an apprentice assessment, but longer and more grueling. All cats must know how to survive on their own if they ever get separated from the group, but they also need to know how to work together. Trainees are allowed to group together if they desire, to improve teamwork and planning skills. The Traveler medicine cat oversees the trials, and is the cat who reports back to the leaders on whether the trainee should become a full Daywalker or Nightwalker. They will also treat any injuries acquired in the trial, if needed. The purpose of the trial is not to endanger the lives of the trainees, just test them, and if circumstances get too harsh the trial will be ended and possibly redone. This medicine cat also picks the place the trial will take place depending on the time of year, and should choose a place that will be a challenge to the trainees. Such as lower prey numbers, soil that is hard to dig in, or a hard-to-find water source.
The Traveler will judge the trainees on how well they managed to survive, but how well they worked together also comes into play. They will be judged as a group, but the individual's contributions are also noted. The trial can take anywhere from a few days to half a moon. If one "fails" their trial, they do not get any punishment. Though they must stay as a trainee for longer, until their skills are good enough, and perform the trial again to earn their full title and warrior name. (Credit to to Egotistic for the idea of the Trials!)
Clan Appearance: DuneClan cats are very specific in their appearances and which cats they prefer to produce offspring. Dark colored cats, like black, grey, and brown tabbies, are preferred to be Nightwalkers because their coats blend in with the night. Lighter colored cats, like red and cream, are preferred for Daywalkers because they blend in with the sand during the day. Tortoiseshell cats, pale grey or silvery cats, and others that are medium in coloration face some trouble. Daywalkers with these colors are often rudely referred to as "Dawnwalkers" and Nightwalkers as "Duskwalkers," since they have a harder time fitting in with their more specialized companions. These are not real roles, however, and these in-between cats must be classified as either Daywalkers or Nightwalkers. It is also considered bad if you have any more than a few specks of white, as that means that your soul has committed bad deeds in your past lives. Cats with a considerable amount of white coloration are considered "Cursed" and are outcasts in the clan (see: "White Spotting and the Cursed"). Short tails and bobtails are fairly common, as well as large ears to help cool themselves, and thick paw pads/fur to walk across hot sand and sharp rocks. Many cats, especially Daywalkers, have developed coarser and/or thicker coats to protect them from being burned by the sun. Strong shoulders and legs are also a trait that ties these cats together, as strong limbs are needed for their biannual migrations from camp to camp.
Otherwise, DuneClan cats care very little about their appearance or how "pretty" they look. Many bear scars proudly, as it shows they have served their clan without hesitation. Their bodies are meant to house and serve their souls, the gods cannot see flesh and fur and only care about the intentions of cats. White markings are just a warning to the living that has been put on cats with bad souls. The gods do not need markings to know the goodness of a cat's soul. Cats are most often named for the richness of color in their pelt, so names like Black-, Shadow-, Red-, Light-, Bright-, etc. are common. Their suffix is a notable personality trait or deed done in their life. -light or -shine is commonly used for a Daywalker with all the traits expected of them, and -shade or -shadow is commonly used for a Nightwalker with all the traits expected of them. It is considered a great honor to earn these names, and few cats in each generation sport them.
Diet: DuneClanners have adapted to not need as much food and water as other cats, though this does mean that they need to rest a lot more often. Daywalkers sleep all night and only wake up when the sun is full in the sky, and vice versa for the Nightwalkers. Both ranks can be seen napping during the time for hunting, if they have brought back enough prey. The majority of their diet are reptiles such as snakes and especially lizards, but they catch various other prey such as rodents, rabbits, and medium-small sized mammals. Many cats also prey on birds, including vultures, owls, and other birds of prey if they believe the risk outweighs the reward. A few cats have developed a taste for danger, and catch scorpions or spiders as a treat.
Clan Roles:
The Leaders: There are two leaders; one each for the Daywalkers and the Nightwalkers. They are in charge of assigning patrols and keeping their clan in check. Both leaders are involved in serious decisions, and a strong friendship between the two is not uncommon. They decide each year when to leave one camp and go to another, and are in charge of helping lead their clan there. When a leader dies, the remaining leader asks the gods which cat should be chosen in their place. If both leaders die at the same time, the prophet must ask the gods. Each leader gets three lives, one for day, one for night, and one for the times in between. The leaders embody the duality of the clan and are expected to represent the values of the role they are representing.
The Prophet (First Medicine Cat): The first medicine cat, usually known as the Prophet or the First, is the cat who receives or interprets signs from the gods. They are in charge of leading worships along with the leaders. They deal less with herbs and more with omens and prophecies. Most of the Prophet's time is spent praying by the oasis or performing special ceremonies. When a cat wishes to become mates with another, they must ask the Prophet if the gods give them their blessing. They are also present at the birth of new kittens, and are in charge of the disposing of the dead. They generally are expected to know a more about genetics than the average cat. If a sickness is untreatable by the Herb Tender, they will pray to the gods for the cat to be cured.
The Herb Tender (Second Medicine Cat): The second medicine cat, more commonly known as the Herb Tender, the Healer, or the Second, is the main cat you would go to for an illness or injury. It is their job to harvest, water, and otherwise take care of the plants that are grown around the camp's oases. They rarely leave camp except for emergencies, as the herbs that they need are grown inside camp boundaries. They are almost always on call at camp and are the most versed in the ways of healing. The Traveling medicine cat is usually the one that collects new plants from the territory if stocks are low or or treats cats outside camp if they cannot be moved.
The Traveller (Third Medicine Cat): The third medicine cat is known as the Traveller, the Traveling medicine cat, or the Third. They should know the territory better than anyone, and oversee and evaluate a trainee's trials to become a warrior. They also aid the Herb Tender in exploring to look for herbs, and are skilled in performing first aid with little supplies. On occasion they accompany patrols if the job to be done is something particularly dangerous. The Traveller has the most warrior skills of all the medicine cats, and most are adept in defending themselves against predators as well as having a good sense of direction.
Nightwalkers: The Nightwalkers are the cats masked in darker colors, more apt for hunting in the chillier and darker desert nights. The ideal Nightwalker is as cool, calm, and wise as the moon, cleverness is the best way to go about things and perform actions. They are expected to take into consideration the fact that not everything in life turns out in the best way.
Characteristics: Darker coloration (black, darker browns, darker tortoiseshells, greys and blues).
Daywalkers: The Nightwalkers are the cats enveloped in lighter colors, more apt for hunting in the hotter and brighter desert nights. The ideal Daywalker is as hot, bright, and emotional as the sun, confident in themselves and instilling confidence in their clanmates with speeches. They are expected to see the good side of every situation, and take risks.
Characteristics: Lighter coloration (reds, creams, lighter browns, paler tortoiseshells).
Trainees: The apprentice equivalent in DuneClan. Trainees do not have a formal mentor, and are instead trained by every cat of the rank they are training to be. There are both Daywalker and Nightwalker trainees. Trainees sleep in the same den as Daywalkers and Nightwalkers, but they do not have the same duties or rights. They are usually the ones to help clean out dens or look after kittens if needed, and are not allowed out of camp alone. They become full Nightwalkers or Daywalkers at roughly 12 moons, after they have completed their Trial and proved themselves able to survive in the desert without help.
Cursed: The cursed are the outcasts of the clan. Believed to have done bad deeds in their past lives, they are cast out from the main populace and from any family they have. Often these cats will leave DuneClan and strike out in the desert alone or in small groups. Anything is better than being treated like a spirit by your clanmates, they say. See "White Spotting and the Cursed" above for more information on the Cursed.
Characteristics: Considerable amount of white (close to or over half of their body covered); this varies from cat to cat.
Many many thank yous to captain and Egotistic and Newt as well as the rest of the Beta Testers for contributing to lore!