Warrior Cat Clans 2 (WCC2 aka Classic) is a roleplay site inspired by the Warrior series by Erin Hunter. Whether you are a fan of the books or new to the Warrior cats world, WCC2 offers a diverse environment with over a decade’s worth of lore for you - and your characters - to explore. Join us today and become a part of our ongoing story!
News & Updates
11.06.2022 The site has been transformed into an archive. Thank you for all the memories here!
Here on Classic we understand that sometimes life can get difficult and we struggle. We may need to receive advice, vent, know that we are not alone in our difficult times, or even just have someone listen to what's going on in our lives. In light of these times, we have created the support threads below that are open to all of our members at any time.
The leader of the League, holding absolute power and 8 lives in their paws. Males have the title E'tan, females have the title E'tani.
Warden The second in command. They will one day be Nemesis if they survive long enough to make it.
Proxy
Four cats chosen from the Hunters, from whom the next Nemesis will be chosen. They each oversee a different district. One for the clans, one for the rogues/loners, one for the prisoners and one for the members of PI.
Shaman
The healer of the League. Normally the direct female descendant of the previous Shaman, males are able to hold this position since Marchosais E'tan and non relatives since Funk E'tan.
Mage
The future healer of the League, in training under the Shaman.
Pathologist
The researcher of the League, finding new techniques and limits of the feline body.
Resident
The next Pathologist, in training to succeed them.
Assassin
The bodyguard of the Nemesis, an elite killer and rarely seen, chosen from the Hunters.
Regular Positions
Enforcer 5 cats that serve under the nemesis. They are not assigned to a district and instead watch the proxies and their hunters to make sure they are doing their job. Usually one enforcer assigned to each district. Have no greater authority than hunters; watchers. Or glorified babysitters.
Hunter
The general body of League cats, bloodthirsty and under the command of the Nemesis. No elders here, Hunters serve until death.
Trainee
Cats above the age of 6 moons who are training to become Hunters. They train under one Hunter until they are deemed worthy of promotion.
Youngling
Kittens up to 6 moons of age who live with their mothers or in an empty nest (if orphaned).
Prisoner
Cats undergoing initiation into the League. See law #6 under the New Order for more info. OR Cats captured from outside of Primal Instinct being held captive
Our story begins in the Chimerial Forest, far east of the territory that the Clans inhabit today. In this forest there was a delicate balance of power, one that given the slightest encouragement could shift from one Clan to another. The forest had 21 different factions, or Clans, all of which vie for that power. To keep that power from favoring one Clan over the other for too long, a ruling council was born out of the 21 Clans. Of these Clans, 8 were chosen to rule over the rest, dictating where and when each Clan was allowed to hunt, move, or fight. At first everything went smoothly until the need for power drove some leaders insane. The weak Clans soon began to fall, taken over by those who greed outran their common sense. The fight for one of the 8 ruling Clans began, leading to many innocent lives lost and words spoken that could never be taken back.
Of these 8 Clans there was one, ToilingClan, who were waiting, watching from the side of the wars for their own chance to strike and take back the power that they believed was rightfully theirs. Maskedstar, the leader of this Clan soon began to work his way up the ranks, bringing his Clan to nearly the height of their glory. But no good thing ever lasts. On the night of the full moon, the other new 7 houses of the 8 launched an attack, nearly wiping out all of the ToilingClan cats in the process.
All except for two young Apprentices who had been out on their own when the battle occurred. Their names were Chaos and Eternity, two of the older apprentices in the Clan. When they returned to camp, only to find their Clan taken over and imprisoned there was nothing left for them to do. Yet bravishly, almost to the point of foolishness they choose to fight, a quick battle indeed that soon ended in their defeat. However the leaders of the 7 other Clans chose not to kill them just then, but to make an example out of them for all the other weaker Clans who might have had possible thoughts of starting a rebellion.
However, this was not to be their fate. They were thrown out of the territory, beaten and starved to fend for themselves however best the could.The two surviving cats somehow managed to do just that, helping eachother through the long and miserable days. As the time past, these two cats became close, depending on only each other. Although neither of them chose to acknowledge it, something was happening between them that not even they foresaw.
Soon Eternity became pregnant and Chaos wasn't at all certain that the kits would be his. Eternity was a striking she cat and often flirted around as they traveled. But he kept his silence as the kits were born, four small bundles that would soon be called Envy, Asylum, Metra and Alcatraz. For a while everything went well as the family settled down, soon forgetting about the Clans they had left. But the peace was not to be.
Late one night a group of cats attacked, quickly overpowering Chaos as Eternity tried to protect her kits. Subdued and powerless, Chaos could only watch and snarl as they dragged Eternity away from their kits, his eyes gleaming furious. Through the group of cats padded forward a large black tom, a livid scar over his right eye. This was Dragon, one of the headers of the Ruling Clans they had left behind. From him, Chaos and Eternity learned that the Clans were no more, destroyed by a group of twolegs and their dogs that had come in with their big machines and ripped up the ground until nothing but dirt and dead cats littered the ground. Only a few cats remained from the once proud Clans but now they were all scattered to the four corners of the Earth...all except Dragon and his group. Dragon had remembered the two apprentices that had been thrown out and presumably died, but he knew better. In his twisted dark mind, Chaos and Eternity had caused the destruction of his power, and for that they would pay. Nurturing a deep hatred towards the two he had set off, following them from place to place until he made sure that he could get them alone. And so the trap was sprung, one he fully intended on making the best of.
Despite Chaos' struggles, he could only watch at Dragon padded over to Eternity dragged her away from the group, slashing her throat with his claws. He then padded over to their kits and pulled them out of the nest, one by one by one, and despite their small cries and feeble blows, killed them right in front of Chaos. Nearly blinded by grief and fury, Chais fought like a wildcat, killing two of Dragon's group until blood loss prevented him form moving anymore.
Dragon sat back, watching all of this with two of the remaining kits besides him. Alcatraz and Metra, a small she cat whose golden pelt was almost an exact replica of her mothers. He padded over to Chaos and with a gloating look, slashed tiny Alcatraz's stomach, leaving him unable to move and bleeding to death next to his father. As his son died and Dragon was bent over the last kit, his Metra, Chaos slashed out with his claws, catching Dragon behind the next in a critical hit, a one kill blow.
But that blow had cost Chaos the last of his strength and with a sigh he laid his head back down on the bloodstained grass, his eyes glazing over. The last thing he saw before he succumbed to the darkness was Eternity, his beautiful mate, friend, and lover who would live on within him, no matter where he was headed to. And so the great cat Chaos died and with him, the last of the cats from the once proud number one ruling Clans of the forest. But our story doesn't end here, for little Metra, no bigger than an apprentice laid among the dead, her tiny body quivering with fear, grief, and a sense of loss.
But she knew that if she stayed there then those cats could come back and what would happen then? So instead she ran, doing the only thing a kit in her position could do. And ran and ran, never staying in one place longer than a few sunrises. Soon Fall turned into Winter and Winter turned into Spring, allowing a fully grown she cat to emerge. Metra was now a she cat, fully grown and powerful in her own right. But to her, not yet powerful enough. She wanted strength so that what had happened to her family would never happen to anyone again.
It was around this time that she met a strange cat, a tom whom she had seen following her numerous times. Warily she hid in the shadows, waiting, watching until it was the perfect chance to strike and bring him down. But as fate would have it, he was not what she had expected. No instead of asking for mercy he just watched her, smiling as she held him down, threatening to slit his throat. Perplexed and thoroughly confused, she had allowed him to live after he expressed the only reason he had been following her was that they had the same goal in mind, even if she herself hadn't recognized it yet.
With a companion she never thought possible, she and the tom continued along their ways, until they found a place that suited their needs. During the months of traveling, she had told him the very deepest of her secrets, her past and about her family. He was an only child, abandoned when he was young and both wanted to change the future so that history would not repeat itself. They took up residence in a ruin, and after time went by began to think of ways to expand their own grasp of this new territory. The two set off once again together, persuading, kidnapping, and even killing cats to make a Clan of their own. And so the League was born.
Deemed Primal Instinct by those who heard of the fast growing group, shield away from it as these cats were more likely to kill you first and ask questions later. The League became powerful as they continued on their journey, gathering cats as they went along. With Metra as the Nemesis, the League began to grow quickly at a amazing rate. With new names and positions, these two cats built upon themselves a deadly force to be reckoned with. And now they are here, finally settling down in a territory not far from the Clans which was only spell disaster. But for whom? That is yet to be seen.
And so begins the story of Primal Instinct.
edited 10/14/19 by strawberrycupid
Edited Jun 16, 2021 22:59:13 GMT -5 By ashestoashes
Post by strawberrycupid on Aug 30, 2019 16:30:06 GMT -5
D I S T R I C T S
Internal Affairs District SENESCENCE’S DISTRICT In the Internal Affairs district, knowledge and stealth is power. They are the Spies and the Investigators, the cats who roam the decrepit alleys like ghosts, with ears in even the darkest corners.
/ THE DUTIES /
With a focus on Primal Instinct itself, the cats of the Internal Affairs district keep an eye on the ongoings of the clan itself. They are the Sentries guarding the territory, the first to deal with threats on, and within the borders, from predators, to rogues, to revolutions and wayward murderers. They wander the darkest alleys and hidden crevices of the old Absum Lux territory, the places even the past group did not find. Most importantly, they are tasked with knowing the lives of the League itself. From mundane comings and goings, to dearly kept secrets, even those belonging to the Nemesis, if it happens on League land, they are sure to know. Funk can’t be having a civil war on his paws, now can he?
In addition to this, in times of war, the district works with LKR/Clan districts to form strategies personalized by whomever they may be fighting. When traitors are found within, or prisoners of war captured, the Internal Affairs district will often work with the Prisoners/Punishments district to interrogate the cats, before turning them over to their fellow district entirely.
OOC NOTES : Just because these cats are information finders, doesn’t mean they automatically know everything that goes on in private threads. RP responsibly, and if you’re unsure, ask. <3
/ THE CULTURE /
The Hunters of the Internal Affairs district are incredibly observant, stealthy, and beyond all else, secretive. Information about territory discoveries, and information they obtain about the cats of the League is given to others on a strictly need-to-know basis. Cats from the other districts are often met with stony silence or roundabout conversations so as not to reveal what they know, to the point the enforcers have trouble at times figuring out exactly what knowledge these cats have access to. However, they talk freely to each other, and to the Nemesis, as this cat is their superior, and always intended to be in the know. With one main exception.
/ THE NEW LANDS /
After moving into the old lands of Absum Lux, Senescence had to get creative in terms of her District’s secrecy. As such, the group’s true base of operations is unknown to everyone besides its own members, even to the Nemesis themself if they’re not a former member of the District. And it’s been made quite clear that the slightest hint of betrayal warrants a death sentence by the Proxy’s own paw… So as far as the League knows, they have the flashiest of districts to call their home. The Stadium.
THE STADIUM : The base as the League knows it. A touch too flashy for some tastes, but it serves its purpose. Tall and imposing, the circular structure is largely concrete and metal, still in impeccable condition, despite the abandonment and graffiti covering the place. The center is open, full of wild grass and a few trees that makes quite the training ground, and surrounded by old seating that the decrepit roof covers from the elements; perfect for cats to watch from, with even a few VIP booths and such. Despite belonging to the Internal Affairs District, cats from the other districts are allowed the first floor and it’s seating as they please.
THE SHOPS : Located along the outer ring on the first and second stadium floors, these shops have been made into the homes of the Internal Affairs cats. Considering that the other districts can view the bottom floor, few cats choose to make a den there, instead using the spaces to either entertain, and some have even thought to make shops of their own. For what reason do these shops exist? Who knows, but Senescence hasn’t shut them down yet. Maybe she’ll even rent one to members of the other districts?
THE VIP LOUNGES : There are three intact lounges set on the third floor of the stadium, along with a beautiful viewing platform allowing the district members to see beyond the stadium. The first two are used for guests. The less luxurious of the two for the other Proxies and Enforcers, equipped with comfortable chairs and soundproofing, with a pretty view within the stadium. However, the doors to get in are also glass, allowing cats to see the visitors with ease. The more private, and larger of the first two lounges, is specifically for private meetings with the district’s members or with the Nemesis themself. Soundproofed, with walls on three sides and thick glass that allows a view into the stadium. It has couches, chairs, tables, that though old, are extraordinarily nice to lounge on. This is where Senescence speaks with her district members when meetings are called, or to the Nemesis when they arrive. Cats are not allowed in this room unless invited by the Proxy.
THE PROXY DEN : Senescence has taken the last, the smallest VIP Lounge as her den. No cat is allowed in here unless invited, and the doors are locked when she is gone. It is wall on three sides, soundproof, with curtains she found put up in front of the windows, to be opened or closed as necessary. No cat really knows what’s in here, given that it’s so closed off, but it can be assumed to have her things, and be adorned similarly as to the other Lounges.
BASE OF OPERATIONS : The reality of the situation is such that the Stadium is merely a show piece for the district. The dens may be there, as well as meeting rooms, and strangely, actual shops set up by the district, but it truly isn’t ‘home’ to Internal Affairs. Should cats get past the barricades of the first floor, and up to the second, they’d find it usually… empty, though everything is carefully crafted to seem lived in, even when scents appear days old. The real base of operations is the subway running beneath the territory. Specifically, a section that is thought to be caved in. A member of the district found it and reported it to Senescence, who turned it into their actual base. A train serves as a lounge, made more comfortable with items from the abandoned city, and a ticket booth as a makeshift meeting place for the Proxy and individual members, walled up and dark, save for the candles she lights the place with. No cat outside the district is allowed to know about the place, not even the Nemesis. Ever. The punishment for the one who reveals this place, whether accidentally, or on purpose, is death. Should this place be discovered, a new base of operations is to be made immediately.
THE HUB : Now, this is one of Senescence’s own little secrets. It has been referred to by members to each other, but even they do not know it’s location. Rumor has it, however, that this is where the Proxy keeps tabs on the information gathered, on each and every member of the League, current, former, even within her district. Mates, kits, clans, interests, supposedly it has it all. Is it even real? Cats outside the district, if they know about it at all, doubt it, but the cats within aren’t so sure.
Punishment District
INNOCENTIA'S DISTRICT Prisoners while not something the league seeks to gather, instead they are something that seems to simply happen. They are a tight knit group of cats, often bonding close through the united goal of making others suffer. By nature cats who join are typically the sadistic and unfeeling, these cats enjoy fresh meat in the Crypt, and operate more like a pack of wolves than demons.
They’re loyal to one another in a dysfunctional family kind of a way. It’s no surprise that they look out for one another when their place of business, the Crypt is haunted by the Demon. Surprisingly these cats while cruel in punishment are typically more considerate than other league members taking pleasure in playing around with their prisoners like pets in their free time.
Usually prisoners are brought in by Internal Affairs or the hunters of the Clan/rev group district, either for these hardened cats to rip information free from stubborn mouths or to be guarded away within the crypt until they are deemed 'freeable'. They spend much of their time around the crypt and or testing out new methods of delivering pain or scaring others.
The proxy whose focus lays in punishment is in charge of the prison and their hunters are the prison guards. The proxy whose focus lays in punishment is in charge of the prison and their hunters are the prison guards.
CULTURE The hunters of the prisoners & punishment district are cats who aren't afraid of hurting others or being hurt in turn. Amazing at compartmentalizing to separate the darker aspects of their district from their day to day routines. Tending to be perhaps more reckless and brash than the atypical secretive and sly league cat.
But they are the confident types who embrace this difference and let it embolden them. They are the type to push and push until they break through whatever has been blocking their way. This district is not for the weak willed, or weak stomachs. Hardened and dangerous like all league cats, but perhaps just a tad more vicious and rabid; only faced by the bravest or perhaps dumbest of cats. They are one of the only districts that actively mingle with Internal Affairs, despite Internal Affairs reputation for being snitches. This is largely due to Internal Affairs looking for information and if that information cannot open up the Punishment district all too gladly helps out.
RULES RULES RULE ONE : No cat is to enter the Crypt alone
RULE TWO : Every outsider prisoner is to be branded with a Prisoner marking so they can always recognize when there’s a repeat prisoner
RULED THREE : All Punishment district members must allow themselves to be test dummies to new torture techniques, it’s a part of the job
RULE FOUR : Respect and kindness to one another is key, every week that you do a good job you get a shiny rock, if you get five shiny rocks you get a compliment and a day off! Maybe if you work hard enough you’ll get Punisher of the month!
RULE FIVE : All freshly killed cats are to be given to Blythe and Innocentia for… Reasons.
RULE SIX: A cat is never to be freed without Innocentia’s direct face to face order
THE THIRD FLOOR LILY LOUNGE: Along the left wall a massive tree has crushed open the entire wall due to a particularly harsh storm ages ago allowing the space to double as a sunroom. Since then nature has flooded the interior. Bougainvillea vines and climbing hydrangea sprawl across the walls and flooring. In the open bathroom of the Lily Lounge is a bathtub full of rain water carried by heavy winds with duckweeds and water clovers inside. This is a particularly scenic common room for cats to lounge and chat.
ROSY ROOM: A beautiful room with fancy long carpets, a massive fireplace and large throw pillows and coffee tables sprawled about. At the back wall is a massive bed that stretches wall to wall, dozens more pillows line the backboard of the bed with thinly veiled curtains draped across. This is where the Punishers sleep
DARLING DIMPLES DUNGEON: This isn’t your average torture chamber. Enter and you’ll find what used to be a long mahogany wooden dining room with only the plush seated chairs remaining. A long carpet sprawls across the center of the room and a fireplace is seated in the back. Mounted onto the walls are heads of animals from past two-leg hunts only now the Punishment district has also decorated it with their own victims. Don’t be surprised if you find a few mummified or stuffed cats that look a little too close to your missing clanmate. This is where many of the cats in the Punishment district will seat themselves to judge how exactly to punish someone best. Once the decision is made they rip back the carpet to reveal a trapdoor in the floor where the real dungeon is. No sunlight exists in Darling Dimples Dungeon, what used to be a secret wine cellar is now full of ropes, chains, collars, and leashes and other nasty items to make you tick. Foreign Affairs District REPRISE'S DISTRICT The League is thought of as the boogeyman of the Clans, the thing of nightmares and the dwelling place of monsters and ghouls; naturally, the Clans are wary of such creatures of myth and legend. But if they are going to be considered monsters, then they must be ready for the Clans and other groups to try and chase them away with the light. Thus, this District is dedicated to preparing the League for any such attacks or infiltration. Their focus is on knowing what the Clans are up to, their health and fortune, their ambitions and failings, and their current alliances among each other; if a Clan cat coughs, the Foreign Affairs District knows about it. Who's squabbling with who over a stolen mouse, who's fallen out with who over a pretty face, who's happy and who isn't - they know it all. They could be your closest friend or you mate of ten years; you won't know until it's far too late.
It is the duty of the hunters and Proxy of the Foreign Affairs District to know all there is to know about these other groups. The Proxy splits up the hunters and dedicates a few to each Clan/group depending on the amount of hunters under them at any given time.
Before Eshek, the Proxy was required to have kits with one Clan cat in a position of power (nemesis, warden, shaman) and have those kits grow up in the League, as the kits were potential bargaining chips. She did away with that rule. Still did it tho. This addition made by the Funk gang
CULTURE The hunters of the Foreign Affairs District are social butterflies and wonderful manipulators. They get under other cats' skin and lay roots, entwining themselves in stories and pretty falsehoods until they are so deeply interwoven they are impossible to separate oneself from completely and the line between truth and lie is irrevocably blurred. They will smile even through the most gruelingly boring conversations and are able to present themselves in many different manners. Being encouraged to form friendships for the sake of using the unfortunate cat, however, makes them rather distrustful of others, wary of all social connections; if they are lying, why shouldn't someone else be, too?
With Eshek's rise to power, the District has taken on a more hedonistic party vibe; morals are loose and the rules are even looser - staying out all night and losing your mind is encouraged, and if you can't scream and make the most of the never-ending sorority party with the fighting for fun and the pounding bass, you're not gonna fit in very well.
THE RULES RULE ONE: She-cats of any Clan or group are not to be harmed except as a last resort; in the event that one is hurt, the offending party or a witness is to report the infraction to Eshek for appropriate punishment. Moreover, high-ranking she-cats - i.e. leaders, deputies, medicine cats - are off-limits, except in exceptional circumstances that are to be determined by Eshek or the Nemesis. Toms are fair game, but only if she League she-cat tasked with seducing them feels comfortable doing so; no one can be forced. Except toms. Eshek reserves the right to order them to do whatever she sees fit. Doestar of SummerClan is also off limits, for personal reasons Eshek would rather not talk about, thank you very much.
RULE TWO: All cats in the District must attend the monthly party and bring Eshek a gift. She will choose a date to take to the party each moon; said date will have access to the best food in the League for a week, caught by other members of the District, and may ask Eshek for one favour, big or small. To be chosen as her date, the hunters in the District must vie for her attention.
RULE THREE: No toms are allowed in Eshek's private room, except by express permission. If they must enter, they have to walk in backwards, go no farther than the doorway, and face away from her the entire time.
RULE FOUR: No member of the District is to harm another in Foreign Affairs. Eshek still knows a thing or two about torture, and the punishment for harmful behavior is... harmful behaviour. Everyone is expected to be friendly at all times, and always be up for a party at any time of the day or night.
RULE FIVE: Positive relationships with those in the Punishment District are encouraged; Eshek doesn't want any ill will between her cats and the cats in her little fluffy love's District. Positive relationships with members of the Ambassadors District, however, are frowned upon.
RULE SIX: Those joining the Foreign Affairs District must pledge their allegiance to Eshek separately (what can she say? The power's gone a little to her head) and endure a torture session to ensure they're able to hold their tongue under extreme pressure.
RULE SEVEN: The she-cats of the District have first dibs on the best sleeping spots on the first floor. Toms have to make do with whatever's left over, and if they're told to move by a she-cat, they must obey. They can and will be treated as second-class citizens, and she-cats are encouraged to take as much from them as they please.
THE FIRST FLOOR ESHEK'S SUITE: In another life, she would have been a spoiled trust fund kid with a fancy mansion. The Suite is the next best thing. Located at the end of a long, light-filled corridor, Eshek's private room is painted a glowing, perfect white; shiny black floorboards that the trainees polish on slow days, a sleek crystal chandelier, white shutters on the windows, a marble fireplace, a bust of a beautiful twoleg woman, and a comfy pale blue chaise lounge beneath the window - it's all very expensive, darling.
THE PARTY LOUNGE: An extravagant former ballroom with shining marble floors, floor-to-ceiling gilded mirrors along the walls, gold leaf on the ceiling, and a beautiful carved fireplace. It's a decaying sort of beauty, crumbling around the edges, and at night time, when most of the parties are held, very little light seeps into the room, leaving it shadowy and lit only by the flames of the fire - all the better for a bit of dark, hedonistic revelry, though. There's an old twoleg radio that blares pounding music come party time.
THE DENS: The majority of the first floor is at the entire District's disposal - though cats but be advised that their Proxy does have occasional temper tantrums, and they may be thrown out of the manor house at any hour of the day or night if she so pleases. Their home is a privilege, not a luxury. There are two abandoned children's bedrooms and a pretty, plant-filled sunroom to choose from. Funk was barred from entering said sunroom when he was Shaman but now he's Nemesis so screw you. I love you.
THE DINING ROOM: Where Eshek entertains any important guests, namely the Nemesis and Warden, and any other Proxies. It also acts as a campaign room of sorts, with speeches and orders being delivered here. Her seat at the table is a flaking golden throne with a red cushion that was found covered in dust and cobwebs in one of the children's rooms.
THE KITCHEN: A dark, crumbling, once-beautiful room overgrown with ivy. The cabinets are painted a faded green, the countertops are wooden, and the tiles are chessboard-patterned. It's slightly below ground level, so the only windows are high and narrow on the walls, looking out directly at the ground outside. Ambassador District LUX'S DISTRICT The ambassadors district has the goal of simply knowing the loners and the rouges. Their ever changing outlooks towards the groups and clans that border them. They play friendly and make deals so as to better understand the neighbors that could be a threat should they decide to organize. They are deal makers with silver tongues and quick thinking.
Often if the league is suffering in numbers the proxy of the loners/rouges might go and have their hunters find kits to help bolster their numbers. They gather secrets from these cats that often come across all borders and know how to wine and dine them so to say.
CULTURE Relaxed. The hunters of the rouges & loners district are self-assured and cunning foxes. They are able to sweet talk their way out of most situations and mishaps. Deal makers they aren't afraid to loose some to gain some. Taking risks for big rewards. Greedy they wish to know, and horde this information perhaps like the internal affairs district. But this information is usually stricly for their own benefit.
They know how the tides are changing and the way the wind is blowing. Hearing many tales and rumors but able to pick out the threads of truth and weave them together into one cohesive piece that lets them have a peak towards the way the futures seem to be forming. Either a quiet listener or a guileless trickster. Patient enough to wait for others to share or suave enough to have others telling them live stories without them realizing.
Post by strawberrycupid on Aug 30, 2019 17:02:14 GMT -5
T E R R I T O R Y After striking a deal with the Former Heda Octavia, Primal Instinct have joined the remnants of Absum Lux in the city.
CAMP
Between the grasp of the forest and the city, in the middle of Absum Lux's territory partially stands a church with many trees surrounding it, a cemetery, a mausoleum, and a cellar. The roof of the church is all but gone, leaving sunshine to dapple through. Tall, broad-leaf trees grow in the summer that gives shade over the area and the undergrowth is thick for protection around the edges. The church stands to one side of camp, where most combatants and tyros spend their days. The cellar is where the charged are kept during the night hours and during times where they need safety. Beneath the church is an dirt-floored, empty storage basement that leads to the cellar through a tunnel-like hallway. The rest of the coalition stays under here in times of bad weather and to safely sleep. It also serves as another commons area. Within the church's crumbling walls is growing foliage. The podium at the front serves as a place for the Nemesis to call meetings. Behind the podium is a crumbled area that would've led to a full room, but is not accessible because of the blockage. However, the way the bricking fell made a lovely den for the high rank cats of their group.
ASPEN ACRE
Between the grasp of the forest and the city, in the middle of Absum Lux territory partially stands a church with many trees surrounding it, a cemetery, a mausoleum, and a cellar. The roof of the church is all but gone, leaving sunshine to dapple through. Tall, broad-leaf trees grow in the summer that gives shade over the area and the undergrowth is thick for protection around the edges. The church stands to one side of camp, where most combatants and tyros spend their days. The cellar is where the charged are kept during the night hours and during times where they need safety. Beneath the church is an dirt-floored, empty storage basement that leads to the cellar through a tunnel-like hallway. The rest of the coalition stays under here in times of bad weather and to safely sleep. It also serves as another commons area. Within the church's crumbling walls is growing foliage. The podium at the front serves as a place for the Nemesis to call meetings. Behind the podium is a crumbled area that would've led to a full room, but is not accessible because of the blockage. However, the way the bricking fell made a lovely den for the high rank cats of their group.
ESCOMB CHANNEL
Between the grasp of the forest and the city, in the middle of Absum Lux territory partially stands a church with many trees surrounding it, a cemetery, a mausoleum, and a cellar. The roof of the church is all but gone, leaving sunshine to dapple through. Tall, broad-leaf trees grow in the summer that gives shade over the area and the undergrowth is thick for protection around the edges. The church stands to one side of camp, where most combatants and tyros spend their days. The cellar is where the charged are kept during the night hours and during times where they need safety. Beneath the church is an dirt-floored, empty storage basement that leads to the cellar through a tunnel-like hallway. The rest of the coalition stays under here in times of bad weather and to safely sleep. It also serves as another commons area. Within the church's crumbling walls is growing foliage. The podium at the front serves as a place for the Nemesis to call meetings. Behind the podium is a crumbled area that would've led to a full room, but is not accessible because of the blockage. However, the way the bricking fell made a lovely den for the high rank cats of their group.
IRIS SQUARE
Between the grasp of the forest and the city, in the middle of Absum Lux territory partially stands a church with many trees surrounding it, a cemetery, a mausoleum, and a cellar. The roof of the church is all but gone, leaving sunshine to dapple through. Tall, broad-leaf trees grow in the summer that gives shade over the area and the undergrowth is thick for protection around the edges. The church stands to one side of camp, where most combatants and tyros spend their days. The cellar is where the charged are kept during the night hours and during times where they need safety. Beneath the church is an dirt-floored, empty storage basement that leads to the cellar through a tunnel-like hallway. The rest of the coalition stays under here in times of bad weather and to safely sleep. It also serves as another commons area. Within the church's crumbling walls is growing foliage. The podium at the front serves as a place for the Nemesis to call meetings. Behind the podium is a crumbled area that would've led to a full room, but is not accessible because of the blockage. However, the way the bricking fell made a lovely den for the high rank cats of their group.
THE CONCLAVE
Between the grasp of the forest and the city, in the middle of Absum Lux territory partially stands a church with many trees surrounding it, a cemetery, a mausoleum, and a cellar. The roof of the church is all but gone, leaving sunshine to dapple through. Tall, broad-leaf trees grow in the summer that gives shade over the area and the undergrowth is thick for protection around the edges. The church stands to one side of camp, where most combatants and tyros spend their days. The cellar is where the charged are kept during the night hours and during times where they need safety. Beneath the church is an dirt-floored, empty storage basement that leads to the cellar through a tunnel-like hallway. The rest of the coalition stays under here in times of bad weather and to safely sleep. It also serves as another commons area. Within the church's crumbling walls is growing foliage. The podium at the front serves as a place for the Nemesis to call meetings. Behind the podium is a crumbled area that would've led to a full room, but is not accessible because of the blockage. However, the way the bricking fell made a lovely den for the high rank cats of their group.
CITY FENCE-LINE
Between the grasp of the forest and the city, in the middle of Absum Lux territory partially stands a church with many trees surrounding it, a cemetery, a mausoleum, and a cellar. The roof of the church is all but gone, leaving sunshine to dapple through. Tall, broad-leaf trees grow in the summer that gives shade over the area and the undergrowth is thick for protection around the edges. The church stands to one side of camp, where most combatants and tyros spend their days. The cellar is where the charged are kept during the night hours and during times where they need safety. Beneath the church is an dirt-floored, empty storage basement that leads to the cellar through a tunnel-like hallway. The rest of the coalition stays under here in times of bad weather and to safely sleep. It also serves as another commons area. Within the church's crumbling walls is growing foliage. The podium at the front serves as a place for the Nemesis to call meetings. Behind the podium is a crumbled area that would've led to a full room, but is not accessible because of the blockage. However, the way the bricking fell made a lovely den for the high rank cats of their group.
CITADEL SPIRE
Between the grasp of the forest and the city, in the middle of Absum Lux territory partially stands a church with many trees surrounding it, a cemetery, a mausoleum, and a cellar. The roof of the church is all but gone, leaving sunshine to dapple through. Tall, broad-leaf trees grow in the summer that gives shade over the area and the undergrowth is thick for protection around the edges. The church stands to one side of camp, where most combatants and tyros spend their days. The cellar is where the charged are kept during the night hours and during times where they need safety. Beneath the church is an dirt-floored, empty storage basement that leads to the cellar through a tunnel-like hallway. The rest of the coalition stays under here in times of bad weather and to safely sleep. It also serves as another commons area. Within the church's crumbling walls is growing foliage. The podium at the front serves as a place for the Nemesis to call meetings. Behind the podium is a crumbled area that would've led to a full room, but is not accessible because of the blockage. However, the way the bricking fell made a lovely den for the high rank cats of their group.
THE SKY GARDEN
Between the grasp of the forest and the city, in the middle of Absum Lux territory partially stands a church with many trees surrounding it, a cemetery, a mausoleum, and a cellar. The roof of the church is all but gone, leaving sunshine to dapple through. Tall, broad-leaf trees grow in the summer that gives shade over the area and the undergrowth is thick for protection around the edges. The church stands to one side of camp, where most combatants and tyros spend their days. The cellar is where the charged are kept during the night hours and during times where they need safety. Beneath the church is an dirt-floored, empty storage basement that leads to the cellar through a tunnel-like hallway. The rest of the coalition stays under here in times of bad weather and to safely sleep. It also serves as another commons area. Within the church's crumbling walls is growing foliage. The podium at the front serves as a place for the Nemesis to call meetings. Behind the podium is a crumbled area that would've led to a full room, but is not accessible because of the blockage. However, the way the bricking fell made a lovely den for the high rank cats of their group.
THE CEMETERY
Between the grasp of the forest and the city, in the middle of Absum Lux territory partially stands a church with many trees surrounding it, a cemetery, a mausoleum, and a cellar. The roof of the church is all but gone, leaving sunshine to dapple through. Tall, broad-leaf trees grow in the summer that gives shade over the area and the undergrowth is thick for protection around the edges. The church stands to one side of camp, where most combatants and tyros spend their days. The cellar is where the charged are kept during the night hours and during times where they need safety. Beneath the church is an dirt-floored, empty storage basement that leads to the cellar through a tunnel-like hallway. The rest of the coalition stays under here in times of bad weather and to safely sleep. It also serves as another commons area. Within the church's crumbling walls is growing foliage. The podium at the front serves as a place for the Nemesis to call meetings. Behind the podium is a crumbled area that would've led to a full room, but is not accessible because of the blockage. However, the way the bricking fell made a lovely den for the high rank cats of their group.
THE MAUSOLEUM
Between the grasp of the forest and the city, in the middle of Absum Lux territory partially stands a church with many trees surrounding it, a cemetery, a mausoleum, and a cellar. The roof of the church is all but gone, leaving sunshine to dapple through. Tall, broad-leaf trees grow in the summer that gives shade over the area and the undergrowth is thick for protection around the edges. The church stands to one side of camp, where most combatants and tyros spend their days. The cellar is where the charged are kept during the night hours and during times where they need safety. Beneath the church is an dirt-floored, empty storage basement that leads to the cellar through a tunnel-like hallway. The rest of the coalition stays under here in times of bad weather and to safely sleep. It also serves as another commons area. Within the church's crumbling walls is growing foliage. The podium at the front serves as a place for the Nemesis to call meetings. Behind the podium is a crumbled area that would've led to a full room, but is not accessible because of the blockage. However, the way the bricking fell made a lovely den for the high rank cats of their group.