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| | Asylum NPC Sign-Ups | |
Welcome, if you have found your way to this page, it means you are ready to dive right into Asylum NPC sign-ups. All users are allowed to have 1 Asylum NPC which will be allowed to be played for the duration of the plot. Given your NPC follows the guidelines below, and after you have read through the information, your character will be accepted. Since each one will be accepted, this will be a rapid fire approval system. Comment the filled out form below for staff to look over, and a staff member will respond and assign your character to a clan they are stationed to. As soon as your creation has been approved in this thread, you are free to start playing them in their respective camp topics, the clan territories, and the Asylum camp.
I look forward to seeing your creativity and the many fun plot NPCs to come!
- Asylum History:
Before Asylum… there was the Oasis -
Oasis History: In the beginning... the ancestors wandered aimlessly searching for a place to settle. Massive, pure white creatures, they were. Each step shook the earth and every animal knew of their existence. For moons, since the start of time, they searched for a place to call home. Each attempt was fruitless. Their paws grew used to the endless travel. They never ceased in their journey.
Once their purpose and meaning disappeared, fighting broke out among them. There was no cat to lead or to calm the tensions built between family lines. Blood was spilled in many places on the earth. Until Ezzrah Marrn stepped forwards.
Peace bringer, they called him. His giving spirit and nature allowed him to keep his sanity while the others grew mad. He never lost sight of his goal to help others. A power grew within him and with the blessing of the cats who had died among them, he took charge and led the group to the Oasis they had been promised at the beginning of time.
Peace reigns in the Oasis in remembrance of the founder and his settling of the ancestors. Now, Oasis cats no longer have to wander and find their purpose in seeking out Ezzrah's mission of helping every cat in need.
How the ruling lines switched, a brief history: No one is really sure when the Odans took over as head of Oasis. For many years, the Marrn line held fast to the ways holding onto the tradition of leading well and honorably in the teachings of their founder. According to some of the protectors, Sinne Odan lusted after the power of ruling over others and longed to take the place of his cousin of the Marrn line who stood as head. They claim he killed the Oasis head and her successors before claiming he was ready to take the role. Since then, Odans have been the ones to lead. Some Marrns hold hints of disdain for the ruling family, but most hold true to their values of honor in the Oasis.
Another, more popular telling is that Alexius Marrn was unable to bear kits and thus unable to produce successors to rule. She chose her cousin to take her place and lead under the belief he was fit for leadership and would guide the Oasis well.
Pre-Asylum Oasis: An open clearing in the middle of a mossy forest that boasts a crisp, refreshing stream, and large trees with winding roots. The cats that lived there valued knowledge of the world around them and caring for other creatures. The structure of duties was fairly simple, with a King or Queen type figure and their mate acting as equal leaders. They were supported by a ‘Sight Seer’ who communicated with the ancestors and was a keeper of Oasis lore; who was the only cat to receive any type of prophecies, insight, or knowledge from the ancestors. Additionally, there were two Healers that specifically have chosen to devote their lives to living in the Oasis to heal the rest of the group and any cats in need brought back for healing. While all Oasis cats had a basic knowledge of herbs and healing, the Healers are the only ones to focus on severe injury and sickness. Most of the Oasis cats were born as what is known as protectors. They specialized in combat, using styles of all different cats, and have a general knowledge of healing. Every Oasis youth received Protector training unless they specifically sought out the path of a Healer. Protectors also had the option of becoming an adventurer. Adventurers make the decision to take on the role and are highly honored. All had to be approved by Head Oasis for the role. These cats left and traveled to the greater world after extensive training. Their goal? To learn about the world and different groups, and bring back knowledge and findings to the Oasis. Oasis cats had a surname of Marrn or Odan, marking which of the two great families they are connected to.
The Rise of Asylum - Asylum: Asylum was formed from the ashes of Oasis… after they burned it down. Rowland Marrn of the Oasis believed their extensive knowledge should be used for easily conquering other groups. But, Titus Odan refused this request, saying it would go against what they believed in. Some cats followed the law of their leader without question, while others believed the opposition’s words were simply disregarded due to his lineage and rallied around him. They took down Titus and the rest of the Oasis when the only successor fled.
Modern Day Asylum - Over the moons, those who destroyed Asylum seek to accomplish their goal by sending out scouts to learn about lands and they conquer them with their growing army of former Oasis cats and new rogue followers. They’re known for their habit of wearing animal pelts, fangs, porcupine spikes with venom, and teeth to strike fear into the hearts of their enemies (badger, fox, dog, raccoon).
- Asylum Factions and System Details:
What your role is: All NPC cats are split into various factions [further explained below] and placed at random by staff between the five Clans. When you select your character, you may choose a badger, fox, or raccoon pelt to wear, which is a trademark of Asylum and particularly Nightstrikers.
If your character is in the Nightstriker’s faction, they will have the option to settle in the camp of their assigned territory or roam the territory and borders. Their job is to keep cats in line and watch from the shadows; they are the most vicious and highly trained in combat.
Nightstriker Faction also houses that are known as Pelt Wards, weaker cats who weren’t deemed worthy of other factions and exist to serve the Nightstrikers.
If your character is in the Scout faction, they will be assigned to camp and focus on joining patrols and making sure hunting is done to bring in as much prey as possible. They tend to be more friendly and interested in meeting others while being highly trained in stealth and speed. More likely to be found mingling with Clan cats when not aiding with patrols.
If your character is in the Standard faction, they will focus on aiding in the training of Clan cats and working on skills with the Clan cats who are willing to train. Their time is mostly spent in camp or on training sessions.
*Note: The cats of Asylum are very bought into the cause and power of their group. To those in Asylum, this is their home and their people. Their reach over countless territories is unrivaled and impressive. Cats who are a part of any faction can either have been born in Asylum or assimilated from previously conquered lands and groups, or even just random rogues who wanted to join something. Those who have an Asylum background may have a surname, but it is rarely noted or used in practice.
Despite being the opposition to the forest, they aren’t evil [although some might say the Nightstriker’s tend towards that nature]. These are devoted cats and many might be friendly. They are used to their way of life and want to share it with others to bring their abilities to all lands and spread their greatness.
How ranks work in Asylum: At 3 moons of age, kits begin light training. By 5 moons they are divided into special factions: nightstrikers, scouts, and standards. Nightstrikers and Scouts receive specialized training required by their fields. Nightstrikers tend to be stronger build and lean towards brute strength. Scouts are usually smaller cats with a light build. Standards comprise the majority of Asylum and receive basic battle training and some healing training; they fit to whatever role is needed at the time and are the ones who care for kits as needed.
Under each faction, there are three ranks that are earned as deemed by the captains on skill and success in each field. As Asylum cats rank, they earn a scar as a badge of honor for their rank. Nightstrikers get scars on their left cheek, Standard on the right shoulder, and Scout on the left shoulder. This is done by the captain of each faction. Kits get their first scar when they are sorted into their faction at 5 moons. Cats who join and are not born into Asylum are sorted as is seen fit based on an assessment by the Asylum head. Should the Asylum Head not be present, whichever Rank Three or Captain is presiding nearby can perform the examination in her place.
Nightstrikers - The most vicious and strong of Asylum cats. They are the ones most likely to wear animal skins as a battle tactic and often decorate those pelts with other items in preparation for battle. While possessing the cunning that is a common trait to all Asylum cats, this faction trends towards violence and battle when the time is right. Nightstriker teams are composed of three or four cats and a pelt ward who serves them. The other factions often look down on the Nightstrikers as being reckless and barbaric.
Scouts - This faction is known for their more mild-mannered nature. They stick to standard pelts as a tactic for stealth. Their role is mostly gathering information and recruiting more cats to Asylum. Scouts tend to be devoted to their job and tend towards less harsh personalities than their Nightstriker counterparts. While there are most certainly more serious scouts, this is perhaps the most friendly of the factions.
Standards - Cats who fit neither Nightstrikers nor Scouts, a majority of Asylum, can be found in the Standards. These cats will fulfill any role that they are needed for, which can include but is not limited to: hunting, fighting, watching over the raising of kits, securing new territories, and guarding current lands. They are highly trained in basic battle skills and lightly trained in medicine as well.
- Code:
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[b]Roleplayer's Name:[/b] [b]Character's Name:[/b] [b]Brief Backstory Explanation:[/b] [b]Desired Faction:[/b] [b]Pelt Selection:[/b] [None, Badger, Fox, Raccoon, or Rabbit (Reserved for Pelt Wards or Scouts, if desired) |
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Tue 1 Dec 2020 - 7:50 by Little Ripped