Post by Icara on Jun 8, 2017 15:13:37 GMT
Remember, you can create high ranks only with permission
Villa Corvida
High ranks
- king (1/1)
the highest in hierarchy, his word is law
- queen (0/1)
king's mate, she is the second in command
- prince/ss (0/3)
heir of the king and queen, third in command
- head healer (0/1)
leader of the healer guild, has the most knowledge of herbs and medicine, can speak with the Ancients
Lower ranks
- healers (0/10)
heal the sick and injured, can't speak with the ancients
- healer apprentices (0/10)
learn to be healers
- soldiers (0/~)
guard the city, fight in wars, in times of peace patrol the borders, chase thieves and criminals, keep peace among the residents and protect the Royal Family
- trainees (0/~) train to be soldiers
- messengers (1/5)
deliver messages between the city and other groups
- traders (0/~)
sell food, decorations and products of the craftsmen (with their agreement)
- craftsmen (0/~)
craft goods like furniture (perches, nests), dishes, weapons, decorations..
- food collectors (0/~)
collect/grow food and sell it themselves, or let the traders sell it for them
- bards (0/~)
sing the songs about historical events, legends or recent news
- novices (0/~)
young birds who learn the ways of the city and the mythology, after they mature, they choose their future occupation
- hatchlings (0/~)
recently hatched birds, they are taken care of by their parents, when they grow their flight feathers, they become novices
- thieves (0/~)
scum of the city, often homeless, steal to survive
Endless Caves
High ranks
- elders (0/5)
a council of elder bats, they consult important matters, highly respected
- deputies (0/5)
every elder has their deputy who speak for them if they aren't present, when elder dies, their deputy takes their places
- head enchanter (0/1)
leader of the enchanters, has the most knowledge of herbs and medicine, can perform magical rituals to heal and protect others, can speak with the Ancients
Lower ranks
If the character or his parents were not born in the Endless Caves, add "newcomer" after their rank
- enchanters (0/10)
heal the sick and injured, can perform magical rituals to heal and protect others, can't speak with the ancients
- enchanter apprentices 0/10)
learn to be enchanters
- soldiers (1/~)
guard the caves, fight in wars, in times of peace patrol the borders, chase thieves and criminals, keep peace among the residents and protect the elders
- trainees (0/~)
train to be soldiers
- messengers (0/5)
deliver messages between the city and other groups
- traders (0/~)
sell food, decorations and products of the craftsmen (with their agreement)
- craftsmen (0/~)
craft goods like furniture (perches, nests), dishes, weapons, decorations..
- food collectors (0/~)
collect/grow food and sell it themselves, or let the traders sell it for them
- bards (0/~)
sing the songs about historical events, legends or recent news
- novices (1/~)
young bats who learn the ways of the city and the mythology, after they mature, they choose their future occupation
- newborns (0/~)
recently born bats, they are taken care of by their parents, when they learn to fly, they become novices
- thieves (0/~)
scum of the city, often homeless, steal to survive
Mtulu's tribe
High ranks
- chief (0/1)
mundane leader of the tribe, always renamed Mtulu after receiving this post
- chief's successor (0/3)
a trusted member of the tribe chosen by the shaman to becomethe next chief
- shaman (1/1)
spiritual leader of the tribe, performs rituals for luck and sucess in hunting, battles and heals the sick and injured, can speak with the Ancients
Lower ranks
- warriors (0/~)
guard the tribe and fight in battles, highly respected
- hunters (0/~) hunt for food
- searchers (0/~)
search for edible carcasses if there isn't a living prey
- navigator (1/1)
searches the way by reading in stars, air currents and landmarks, a very important member
- regular members (0/10)
every other member, they participate in tasks equally and are also equally rewarded
- fishbaits (1/3)
new members ofthe crew, still have to earn others' trust, mostly do lowish work, there can be maximally three fishbaits at a time
Other
Flocks
- leader (0/1)
leads the flock
- deputy (0/1)
second in command, becomes leader after leader's death
- subordinates (0/~)
every other member, they equally hunt, fight and protect the flock
- hatchlings (0/~)
recently hatched birds, they become subordinates when they grow adult feathers
Colonies
- leader (0/1)
leads the colony
- deputy (0/1)
second in command, becomes leader after leader's death
- subordinates (0/~)
every other member, they equally hunt, fight and protect the colony
- newborns (0/~)
recently born bats, they become subordinates when they grow to adult size
Groupless ranks
- loners (1/~)
live solitary, have a set home
- travellers (6/~)
live solitary, never stay in one place for very long
- outcasts (1/~)
those who commited a crime and were exiled from their group
Custom groups - custom ranks
Ranking up
- hatchling/newborn to novice/fledgling - at least one thread, then post in Ranking up
- novice/fledgling to other ranks - at least two threads of training, then post in Ranking up
- healer/enchanter apprentice/trainee - at least five threads of training, then post in Ranking up
Lower rank to High rank - only possible via High rank auditions
Villa Corvida
High ranks
- king (1/1)
the highest in hierarchy, his word is law
- queen (0/1)
king's mate, she is the second in command
- prince/ss (0/3)
heir of the king and queen, third in command
- head healer (0/1)
leader of the healer guild, has the most knowledge of herbs and medicine, can speak with the Ancients
Lower ranks
- healers (0/10)
heal the sick and injured, can't speak with the ancients
- healer apprentices (0/10)
learn to be healers
- soldiers (0/~)
guard the city, fight in wars, in times of peace patrol the borders, chase thieves and criminals, keep peace among the residents and protect the Royal Family
- trainees (0/~) train to be soldiers
- messengers (1/5)
deliver messages between the city and other groups
- traders (0/~)
sell food, decorations and products of the craftsmen (with their agreement)
- craftsmen (0/~)
craft goods like furniture (perches, nests), dishes, weapons, decorations..
- food collectors (0/~)
collect/grow food and sell it themselves, or let the traders sell it for them
- bards (0/~)
sing the songs about historical events, legends or recent news
- novices (0/~)
young birds who learn the ways of the city and the mythology, after they mature, they choose their future occupation
- hatchlings (0/~)
recently hatched birds, they are taken care of by their parents, when they grow their flight feathers, they become novices
- thieves (0/~)
scum of the city, often homeless, steal to survive
Endless Caves
High ranks
- elders (0/5)
a council of elder bats, they consult important matters, highly respected
- deputies (0/5)
every elder has their deputy who speak for them if they aren't present, when elder dies, their deputy takes their places
- head enchanter (0/1)
leader of the enchanters, has the most knowledge of herbs and medicine, can perform magical rituals to heal and protect others, can speak with the Ancients
Lower ranks
If the character or his parents were not born in the Endless Caves, add "newcomer" after their rank
- enchanters (0/10)
heal the sick and injured, can perform magical rituals to heal and protect others, can't speak with the ancients
- enchanter apprentices 0/10)
learn to be enchanters
- soldiers (1/~)
guard the caves, fight in wars, in times of peace patrol the borders, chase thieves and criminals, keep peace among the residents and protect the elders
- trainees (0/~)
train to be soldiers
- messengers (0/5)
deliver messages between the city and other groups
- traders (0/~)
sell food, decorations and products of the craftsmen (with their agreement)
- craftsmen (0/~)
craft goods like furniture (perches, nests), dishes, weapons, decorations..
- food collectors (0/~)
collect/grow food and sell it themselves, or let the traders sell it for them
- bards (0/~)
sing the songs about historical events, legends or recent news
- novices (1/~)
young bats who learn the ways of the city and the mythology, after they mature, they choose their future occupation
- newborns (0/~)
recently born bats, they are taken care of by their parents, when they learn to fly, they become novices
- thieves (0/~)
scum of the city, often homeless, steal to survive
Mtulu's tribe
High ranks
- chief (0/1)
mundane leader of the tribe, always renamed Mtulu after receiving this post
- chief's successor (0/3)
a trusted member of the tribe chosen by the shaman to becomethe next chief
- shaman (1/1)
spiritual leader of the tribe, performs rituals for luck and sucess in hunting, battles and heals the sick and injured, can speak with the Ancients
Lower ranks
- warriors (0/~)
guard the tribe and fight in battles, highly respected
- hunters (0/~) hunt for food
- searchers (0/~)
search for edible carcasses if there isn't a living prey
- fledglings (0/~)
young birds who train to be hunters or warriors
- mothers (0/~)
female birds who retired from their duties to take care of eggs and hatchlings
- hatchlings (0/~)
recently hatched birds, they are taken care of by their parents, when they grow their flight feathers, they become fledglings
Aztecs
High ranks
- emperor (0/1)
the highest in hierarchy, his word is law, treated almost like Ancient
- deputy (1/1)
emperor's offspring or chosen trusted member, second in command, takes over the throne after emperor's death or retirement
- emperor's children (0/3)
don't have the right for the throne, but are highly respected
- highest priest (0/1)
leader of the priests, prays to the Ancients and holds rituals and sacrificing, has the most knowledge of herbs and medicine, can speak with the Ancients
Lower ranks
- priests (0/10)
pray to the Ancients, help the high priest with rituals and sacrificesheal the sick and injured, can't speak with the Ancients
- priest apprentices (0/10)
new priests, learn more about the mythology, help with rituals and sacrifices
- warriors (1/~)
protect the empire and fight in wars
- messengers (0/5)
deliver messages between the empire and other groups
- traders (0/~)
sell food, decorations and products of the craftsmen (with their agreement)
- craftsmen (0/~)
craft goods like weapons, decorations..
- hunters (0/~)
hunt food
- apprentices (0/~)
young jaguars, train in both hunting and fighting, after a ritual choose their rank
- cubs (0/~)
recently born cubs, become apprentices at 8 months of age
- sacrifices (temporary rank, not free to create)
chosen by the priests to feed the Ancients, venerated and loved by others, one month after they are chosen, they are killed in a ritual
Silverhook's Pirates (note - the pirates should be preferably seabirds as other species aren't adapted to long flights above the ocean)
- captain (1/1)
leads the pirates, his/her word is the order, but if the pirates found him/her insufficient, they will choose a new captain
young birds who train to be hunters or warriors
- mothers (0/~)
female birds who retired from their duties to take care of eggs and hatchlings
- hatchlings (0/~)
recently hatched birds, they are taken care of by their parents, when they grow their flight feathers, they become fledglings
Aztecs
High ranks
- emperor (0/1)
the highest in hierarchy, his word is law, treated almost like Ancient
- deputy (1/1)
emperor's offspring or chosen trusted member, second in command, takes over the throne after emperor's death or retirement
- emperor's children (0/3)
don't have the right for the throne, but are highly respected
- highest priest (0/1)
leader of the priests, prays to the Ancients and holds rituals and sacrificing, has the most knowledge of herbs and medicine, can speak with the Ancients
Lower ranks
- priests (0/10)
pray to the Ancients, help the high priest with rituals and sacrificesheal the sick and injured, can't speak with the Ancients
- priest apprentices (0/10)
new priests, learn more about the mythology, help with rituals and sacrifices
- warriors (1/~)
protect the empire and fight in wars
- messengers (0/5)
deliver messages between the empire and other groups
- traders (0/~)
sell food, decorations and products of the craftsmen (with their agreement)
- craftsmen (0/~)
craft goods like weapons, decorations..
- hunters (0/~)
hunt food
- apprentices (0/~)
young jaguars, train in both hunting and fighting, after a ritual choose their rank
- cubs (0/~)
recently born cubs, become apprentices at 8 months of age
- sacrifices (temporary rank, not free to create)
chosen by the priests to feed the Ancients, venerated and loved by others, one month after they are chosen, they are killed in a ritual
Silverhook's Pirates (note - the pirates should be preferably seabirds as other species aren't adapted to long flights above the ocean)
- captain (1/1)
leads the pirates, his/her word is the order, but if the pirates found him/her insufficient, they will choose a new captain
- quartermaster (0/1)
second in command and captain's right talon, has almost the same powers as the captain, will gain captain's place after the old captain dies or is deposed
second in command and captain's right talon, has almost the same powers as the captain, will gain captain's place after the old captain dies or is deposed
- navigator (1/1)
searches the way by reading in stars, air currents and landmarks, a very important member
- regular members (0/10)
every other member, they participate in tasks equally and are also equally rewarded
- fishbaits (1/3)
new members ofthe crew, still have to earn others' trust, mostly do lowish work, there can be maximally three fishbaits at a time
Other
Flocks
- leader (0/1)
leads the flock
- deputy (0/1)
second in command, becomes leader after leader's death
- subordinates (0/~)
every other member, they equally hunt, fight and protect the flock
- hatchlings (0/~)
recently hatched birds, they become subordinates when they grow adult feathers
Colonies
- leader (0/1)
leads the colony
- deputy (0/1)
second in command, becomes leader after leader's death
- subordinates (0/~)
every other member, they equally hunt, fight and protect the colony
- newborns (0/~)
recently born bats, they become subordinates when they grow to adult size
Groupless ranks
- loners (1/~)
live solitary, have a set home
- travellers (6/~)
live solitary, never stay in one place for very long
- outcasts (1/~)
those who commited a crime and were exiled from their group
Custom groups - custom ranks
Ranking up
- hatchling/newborn to novice/fledgling - at least one thread, then post in Ranking up
- novice/fledgling to other ranks - at least two threads of training, then post in Ranking up
- healer/enchanter apprentice/trainee - at least five threads of training, then post in Ranking up
Lower rank to High rank - only possible via High rank auditions