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Post by Urban Warriors on Jan 22, 2016 17:31:15 GMT -5
"Bound By Blood." With core values of loyalty and strength combined with a fearless defiance of anything that seeks to control them, the Marauders have easily become the most intimidating Gang in the city. More likely to start a battle than to step back from one, they take pride in their reputation and the way word of their raids have elevated their fighting prowess to near mythological standards. But such a status comes at a cost, and members of the Gang certainly do not rest on their laurels. The Marauders value the overall strength of the Gang more than the fitness of the individual, and each member is expected to contribute to the well-being of the gang. Those that are more capable have first pick of the fresh-kill pile, as it is necessary for the most important to maintain their strength.
However, that is not to say that the gang will abandon one of their own. In fact, members of the Marauders are incredibly loyal to each other, and most cats trust their Gangmates implicitly; this unwavering confidence in each other is key in the effectiveness of their raids. The wariness they show to strangers does not extend to Gangmates, who are almost always given the benefit of the doubt. Although blood determines the next leader, they also recognize that it does not emotionally define family. Those in positions of power are expected to lead fairly, and these cats scorn leaders who take advantage of their own. Betrayal is hated as much as cowardice, and they do not take kindly to traitors.
Daredevils who love the thrill of performing insane tricks and the rush of adrenaline racing through their veins, the Marauders view life as a challenge but one to ultimately enjoy. Extremely competitive, they enjoy daring each other to do what no sane cat would seriously consider and have a healthy appreciation for fun. Truly wild at heart, most hate anything that curbs their freedom to run and play and work, and any obstacles they may face are not roadblocks but instead hurdles to jump over. Disabilities and injuries are viewed as challenges to be overcome, and if someone can fight and contribute to the gang despite such a setback, then they are held in high esteem and highly respected by those around them. Retiring, on the other hand, is not considered as tragic as it is weak – almost cowardly – and the retiree is treated accordingly, though the loyalty that holds the gang together prevents them from ever completely abandoning a cat.
Favored Stat: Strength Tradable ResourcesPeace - The greatest resource the Marauders have is their ability to stay their claws. While Marauders tend to enjoy a good fight, if they can get what they want without violence they aren't opposed to it. Marauders will promise a moon's worth of peace to Gangs who trade them a decent moon's worth of resources, for raids are meant to provide the Marauders with resources they sorely lack, and if they aren't lacking anything they have no reason to attack. The other Gangs are aware of how seriously the Marauders take their promises, and so they are generally willing to accept such trades. The Marauders have never gone back on a promise of peace.
Fish - The Marauders are the only cats with regular access to fish. During winter, the Marauders can still often find places to fish to feed themselves, and to trade to the other Gangs, while other prey becomes much harder to find. During the other seasons, however, fish is something of a luxury item and the other Gangs don't often trade for it during any season but winter.
DiplomacyRenegades Common Stereotype: “The fact that they rely on humans betrays their weakness, but they still manage to put up a good fight on occasion. Their hierarchy and organization are a mess, however, and more often than not we can enter their territory, take what we wish, and leave without them ever the wiser. They are useful in the winter, however, with their secret access to fresh herbs, so we try to keep up good relations if only for a season at a time." Current Status: Neutral
Scavengers Common Stereotype: “Their Gang is rife with weakness and cowardice. We would just as well see them eradicated for the disgrace they bring upon all cats by their very existence, but they create useful things that we would never dream of ourselves. They seem to have a host of knowledge to share and do not seem unintelligent. If only they would apply their intelligence and knowledge to battle, they might make formidable opponents." Current Status: Neutral
Guardians Common Stereotype: “They are endlessly entertaining and frustrating in the same breath. They place such importance on their 'code' that they have abandoned common sense and the laws of nature. In the warmer seasons, their territory is all but bursting with herbs and prey that can rarely be found in the rest of the city, which makes them our most common target for raids. Their battle skills are commendable, and they have earned our respect on many occasions. They truly challenge us, which is rare and welcome, as it keeps our skills sharp." Current Status: Neutral
Rogues, Loners, & Kittypets Common Stereotype: “They're good for sharpening our claws on and not much else." Current Status: WAR
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Post by Urban Warriors on Jan 22, 2016 17:31:37 GMT -5
Traditions Laws1. Defend your Gang, even at the cost of your life. You may have friendships with cats from other Gangs, but your loyalty must remain to your Gang, as one day you may meet them in battle.
2. Queens and Kits must be fed before Apprentices and Warriors. Unless they have permission, Apprentices may not eat until they have hunted to feed the Queens and Kits. Elders no longer contribute to the Gang and have accepted weakness by retiring, and so they must eat last.
3. A Kit must be at least 4 moons old to become an Apprentice. Apprentices may not participate in raids until they are 6 moons old.
4. Boundaries must be checked and marked daily. Challenge all trespassing cats.
5. The word of the Gang Boss is the Law.
6. A Marauder rejects the soft life of a kittypet.
7. A Marauder's word is their bond. To lie is a betrayal of not only those you lie to, but of yourself. Make no promises or oaths you cannot or do not intend to keep.
8. The Heir will become Gang Boss after the previous Boss dies. If the Heir is too young to assume leadership, the Underboss will become Gang Boss and train the Heir personally, stepping down as soon as the Heir is ready to take over leadership.
9. The Underboss will become Gang Boss when the Boss dies if an Heir has not been named. If the Underboss was not of the bloodline, they must choose a Consort of the bloodline.
Kit NamingThe Marauders have no particular kit naming system. Traditionally, the mother makes the final decision regarding the naming of her kits, though many take the father’s wishes into consideration. In recent seasons, it has also become fairly popular to name kits after ancestors or especially accomplished family members. Kits are normally named within the first week after birth. Apprentice TrainingThe Marauders have developed a unique way of training their apprentices. Instead of working in pairs, several mentors and their apprentices generally train together in groups of 3-4 mentor-apprentice pairs, as this is often how the cats will be working as warriors. Because this Gang specializes in raiding their neighbors’ lands for resources, mentors usually decide to focus specifically on fighting – both the physical demands and strategy – and as a result of such rigorous and relentless training, even the apprentices are a force to be reckoned with. However such prowess, born from hard work if not a natural inclination, does not negate the importance of other abilities in the eyes of these cats, and apprentices learn all the typical skills required of a competent warrior. Warrior Test and NameJust as training reflects warrior life as a Marauder, so does their warrior test. In order to count themselves a full member of the Gang, a group of apprentices must work together to lead a successful raid against another Gang. However these groups, which are organized in conjunction by the Boss and said apprentices’ mentors, are organized in such a way that forces those who dislike each other to work together. Everything involved in the raid itself is planned and run by the apprentices, who also receive a group of warriors to command. None of the warriors assigned to this group are the mentors of the apprentices taking the test to prevent bias, and each performs two roles: to provide experience and skill for the raid and to keep an eye on the apprentices to judge them in their test.
Competence is rewarded, and perhaps the most stressful aspect of the assessment is its pass or fail nature for the entire group – either everyone passes or everyone fails. To balance this out, apprentices are allowed to take the test however many times is necessary. Similarly, if the warriors discover one particular cat sabotaging the effort, that feline is exiled from the Gang instead of simply staying an apprentice and getting another chance later. The Marauders need to be able to trust their Gangmates, especially during raids, and they cannot afford to allow any potential traitors to remain among their ranks.
Once the apprentices pass their test by successfully raiding another Gang, they are allowed to become warriors. While the Marauders are not the most sentimental Gang in the city, they do have their traditions. After the apprentices pass their test, the new warriors cut one of their paws on broken glass and leave a bloody paw print on display on the glass of the old aquarium's exhibits in a ceremony known as the Blood Oath. Although this practice might seem revolting to some, it symbolizes both the strength of the cat and the loyalty that ties them together – it is as if they were all bound by blood. The Boss then grants each new warrior their Warrior Title, adding a short phrase onto the cat's original name that reflects a skill or trait they possess (Shadow the Silent, Umber Sharp Tongue, Reed the Red). Most Marauders still go by their original name after becoming warriors, using their full Warrior Title only with outsiders and during ceremonies (though newly made warriors often use their full Title for a few moons to show it off). Warrior Titles are not more than 3 words long.
Leadership SuccessionThe Marauders' leadership is based around a monarchy, where the Boss passes on their leadership to one of their kits, and so on, and so on. The idea is that blood runs strong and true, and the blood of a leader, or generations of leaders, will make strong leaders in future generations. This isn't to say leadership is just handed to any kit, however. Bosses don't name an Heir until their kits have reached warriorhood, so they might choose the kit with the most promise as a leader, after careful observation of their growth and ability. The Boss must name one of their own kits as Heir unless they have none. A new Boss without kits must name a sibling, cousin, niece, or nephew as temporary Heir until they have their own kits, in case they die before having them or being able to name a true Heir. The temporary Heir then becomes the Underboss.
Should the Boss not have any other kin to name as temporary Heir, they will choose an Underboss based on merit. Should the Boss die without naming a true Heir, the Underboss will ascend to the rank of Boss. If the Boss had kits before they died but never got a chance to name one as Heir, Marauder Law dictates that the new Boss must choose one as their Consort so the Bloodline will continue. The Consort is the Boss's official mate, and only kits produced by the Boss and their Consort can be considered for the rank of Heir. The rank of Consort is for life, and is most often chosen for their merit as a warrior, rather than any romantic feelings shared between the two (though there may certainly be romance between them, either before or after they're chosen).
RaidsAs one might expect from their name, the Marauders are known for the raids they frequently conduct on the other gangs. Living in a world of concrete and cement, the gang has very little access to resources within their own territory, so they have taken to invading their neighbors’ lands to make up for what they lack. Time and practice have allowed members of this gang to perfect their technique, and the raids have become something to be feared, a sharpened weapon wielded by a competent opponent. Requiring each participant to trust that his gang mate will pull his own weight, these raids exemplify the true strength of the Marauders, for if there is one quality at which this gang excels, it is teamwork; after all, raids are among the main ways these formidable felines bond with each other.
Both the strongest warriors and apprentices make up the raiding parties – in fact, apprentices are required to participate in at least one raid before they can be named warriors, though most are involved in many by the time they receive their title – and they are planned by the best strategic minds in the gang. Generally, around ten cats split into two groups, who will attack their chosen target from two different directions. Knowing the wisdom of avoiding injury whenever possible, the looters will not necessarily go out of their way to fight, and if they can acquire their target without bloodshed, they will; that being said, each member of the raiding party enters foreign territory fully expecting and ready to fight if they must. More often than not, the raids end with unsheathed claws. While timing and strategy definitely have an effect on the outcome of the battle, victory ultimately rests on the level-headed flexibility and quick thinking of the participating warriors and apprentices. Because of rigorous training to prepare the future generations for what is a large part of warriorhood, the majority of the Marauders’ raids end in success, thus giving even the apprentices the reputation of being fearless members of the worst gang to meet in battle. Death RitualThe Marauders give their fallen a watery send off. They carry their dead up onto the bridge overlooking their camp and drop them from it, into the river, in a ceremony called The Final Leap. When telling another about a Marauder who has died, the phrase "He took the Final Leap" is often used, rather than simply saying 'He died". After a Gangmate has died, the Gang usually spends the rest of the day celebrating life, showing off new stunts they've come up with, daring each other to take new risks, and having friendly brawls in which every cat unsheathes their claws, for if you can still bleed then you're still alive.
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Post by Urban Warriors on Jan 22, 2016 17:32:01 GMT -5
History FounderBlacktide the Fearless Notable AncestorsBlacktide the Fearless Midnight the Shadow Hemlock Silver Tongue River the Swift
LoreThe Founding Blacktide was born a loner named Blacky. She met a Guardian out on his Warrior Test and helped him survive. He told her about the Warrior Code and how his Gangmates lived together and helped each other because of the Code. It sounded interesting to her and at the end of his Test she agreed to go back with him and join his Gang. Upon arriving at the Guardians' territory, her friend was celebrated and received a new name. She spoke with the Boss, Iceclaw, telling him how she wanted to join his Gang. He told her of the test she would have to face and of the dangers waiting for her if she chose to accept the test, that her life would be in great danger. It sounded like a great challenge to Blacky, certainly more interesting than living idly as a loner in the city.
She left that night for the wilds, her friend wishing her luck. Living in the wilds was far harder than she thought it would be. Every day was an intense challenge, even laying down to sleep tested her courage each night, but she made it through. Upon her return, she was given the name Blacktide and her new Gangmates cheered for her 'rebirth' as a warrior. She lived with them for a time, until she learned just how deep their devotion to the Warrior Code ran and how insane they were. A young cat had left for his Warrior Test, but had returned a day late, ragged and injured. He was turned away, but she could not stand by and let it happen. She spoke up for him. She was rebuked by the entire Gang, even the poor cat's parents would not stand by their kit. She snarled at them that this was not loyalty and she wanted no further part in it, and left with the poor tom.
With the help of an old friend, she helped the tom recover, and the three of them started living together along the river. Another loner that lived by the river taught them how to fish and how to swim, and eventually joined them as well. Slowly, more cats joined them, too many. It was becoming harder for them to support themselves with so many cats. That's when Blacktide suggested paying the Guardians' territory a visit, for it was rich with prey and herbs both. Two groups were assembled and the first Raid proved a success, the Guardians had been unprepared to deal with so many cats in their territory at once. From then on, Blacktide's group knew just where to go to get anything they needed, and the Marauders were born, where loyalty to the group was far more important than any ridiculous rules.
The Bloodline Blacktide's Gangmates were so loyal to her that when she died, they were lost. They had a First Warrior, Umber the Fierce, who attempted to take her place, but some of the Gang suddenly began insisting they would follow no cat but Blacktide. Midnight, Blacktide's daughter, knew how much the Gang meant to her mother. Afraid of seeing her mother's life work crumble around her, Midnight managed to calm her Gangmates enough for her to speak. She was surprised at how much easier they listened to her than to Umber. She appealed to them, telling them her mother would never want them to fight amongst themselves. They were supposed to be Gangmates, to stand by each other no matter what. As she spoke she grew more confident, scolding them for their behavior.
When she had finished, her Gang insisted she lead them, that the kin of Blacktide should always lead them because they would always love the Gang above themselves, as she had already proven. Surprised by this, she told them she would accept leadership only if it was what the Gang truly wanted. From then on, only kin of the Boss ever ascended to Marauder leadership, the Gang adamant that they would only follow a descendant of the cat that originally brought them together and made them great. She went on to become well known for refining the way the Gang conducted Raids, which was very similar to how they are still conducted today.
The Heir & Consort Hemlock was an extremely charismatic Boss of the Marauders. He never asked anything of his cats that he would not do himself and his Gang adored him... especially the she-cats. Unfortunately, Hemlock was also arrogant and narcissistic. He fed off the attention he received, had always received as a direct descendant of Blacktide. While he kept no secret of his many affairs and the she-cats involved had a certain understanding with each other, he ended up fathering kits with no less than five different she-cats. There was no inherent problem with this at first. Until Hemlock died.
Previously, the Gang had all rallied behind one or two of the Boss's kits to become the next Boss after the previous Boss died. The one with the majority of the Gang behind them would become the next Boss. It had never been an issue before, with the Boss being either female or having taken only a single mate, there were far fewer kits to choose from for the new Boss. Now there were nearly 20. While not all of them were rallied behind, for not all of them were suited to be Boss, the Marauders split into 6 groups, each rallying behind a different kit of Hemlock, each group roughly the same size.
A war broke out in the Marauders over who would lead them. During the fighting, all 6 candidates ended up being killed by a cat from an opposing group. It was a complete bloodbath. It was after all 6 of the prospective Bosses had died that the fighting finally stopped and every cat stared in horror at what they had done. It was then that River, a lesser known daughter of Hemlock, stepped forward from where she had been watching the battle, unable to stop her Gangmates and certainly not willing to take part in the bloodshed of her own kin. “Look at what you have done and remember it well. No Marauder should EVER lift his or her claws against their Gangmates again!”
She met each and every one of their eyes, but none of them could hold her gaze in their guilt. With pain in her eyes, she declared that as the only cat who had not shed her Gangmates' blood, she would lead them. No cat could argue, for who among them deserved to lead when they had all turned on each other? River made further decrees. One, that all future Bosses must claim one mate as their official Consort. Two, that only the Consort's kits could ever be considered as Heirs to prevent the Gang from splitting their allegiances in the future. And three, that Bosses must name their own Heirs, whilst they are still living, for the word of the Gang Boss is law and cannot be refuted, and so no cat should have any reason to rally behind a false Heir. *This is not an extensive telling of the entire history of the Marauders, only the notable tales. All of these stories took place some 50 years ago, so no cat alive could have known these characters personally.
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