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Ryuukishin

Man-Hungry Fatcat

PostPosted: Fri Feb 20, 2015 12:01 am


User Image
Death is not the end; it is only the beginning.

Hello, and welcome! This is a herd based on the valkyries of Norse mythology. While much of the concept was inspired off of the lore, it is a derivative of its parent inspiration and not meant to be an accurate representation. In addition, I would like to stress that the herd has no intention of standardizing or making claims on what a "valkyrie" is; if there are other characters or herds that use the valkyrie concept, it will not clash with this one, and vice versa. If anyone needs to refer to these types of valkyries specifically, they may be called "followers of Edda," "Edda's valkyries," and so forth. Thank you.
PostPosted: Fri Feb 20, 2015 12:02 am



Ryuukishin

Man-Hungry Fatcat


Ryuukishin

Man-Hungry Fatcat

PostPosted: Fri Feb 20, 2015 12:03 am


UPDATES

      • 10/27/16. Added "Food Distribution" and "Traveling: Throughout the Years" to the repository. Raisin army gathers strength under the sun's rays.
      • 10/23/16. Added "Spirit Breedings" to the Repository. Raisin army has faced heavy casualties.
      • 06/23/16. Added a new post, called the Repository, to store miscellaneous information. Added "Overseers" to the list of ranks. Raisin army is ready for battle.
      • 06/20/16. Added splash art for modern valkyries and updated art for traditional valkyries to match. Raisin count rises.
      • 06/18/16. Expanded upon information regarding foals within the herd. Clarified how male members of the herd could still give their daughters a chance at becoming a valkyrie. Added the "Naming Ceremony" and "Coming of Age" section to the list of Festivals, and added "Mothers" to the list of roles. Grapes have been converted to raisins, to be stored for future consumption.
      • 03/09/15. First contest ends, and the herd is made public. Grapes are in short supply. We may soon go hungry.
      • 02/20/15. Thread created. Little to no sign of life. Alien sightings unlikely.
PostPosted: Fri Feb 20, 2015 12:04 am


THE VALKYRIE

      Death is the great unifier, the equalizer of this world. Whether virtuous or wicked, all lives must come to an end – in the mortal realm, that is. When a soquili passes, their soul is sent to another plane, to start a new life after death. The most prestigious of these planes is the paradise known as the Valhalla. Some believe it is the gods that determine who may live within its borders; however, they are much too disconnected from the mortal realm. It is the soquili who play the role judge and jury; more specifically, the valkyries.


      The Valkyrie Breeds
      (Users are free to custom in! All traits are obtainable in non-mutant slots, unless noted otherwise.)


      Traditional
          Long ago, a group of healers created a herd, one formed out of necessity at a time when war ravaged the lands. They sought the remnants of combat zones to give aid to the wounded, or merciful deaths to those who could not be saved. Known as the angels of the battlefield, their descendents eventually branched off to create what is known as the Code of Edda today. They are considered the first true, or traditional, valkyries.

          User Image

          • Angeni: headwings; two sets of feathered wings.
            • Optional: back ankle wings.
            • Optional Mutant Traits: two sets of headwings; front ankle wings.
          • Hippogryph: feathers along their back, lengthening at the flank to create a "skirt;" claws on two feet.
            • Optional: feathers in other areas of the body, such as on the crest, neck, chest, or fetlocks.
            • Optional Mutant Traits: claws on all four feet; custom claws.
          • Unicorn (omit if limited to crossbreeds): spiral horn.
          • Optional Markings: bird-inspired designs.


      Modern
          Time changes all things, and the valkyries are no different. Eventually, they were no longer seen as the bearers of mercy, but the heralds of death. Many valkyries lost their angeni roots in favor of kalona blood.

          User Image

          • Hippogryph: feathers on flank, quickly lengthening to create a "skirt;" claws on two feet; wings.
            • Optional: feathers in other areas of the body, such as on the crest, chest, or fetlocks.
            • Optional Mutant Traits: claws on all four feet; custom claws.
          • Kalona: horns; hooves.
            • Optional: kalona wings as opposed to hippogryph.
          • Angeni/Unicorn/Wind/Ulun'suti (omit if limited to crossbreeds): any other set of wings, with a preference for feathered types; horns; sharp hooves.

          Although not part of the genetics, most valkyries wear armor. Some are more decorative than practical.



      Population Makeup
          While "pureblooded" valkyries make up the majority of the members, the herd is not limited to them. Any breed combination is allowed; however, the culture as a whole has a preference towards these traits:

          • Feathers; preferably part of the genetics, but accessories work as well.
          • Wings; preferably feathered ones.
          • Bodily weapons; weapons can be such things as horns, teeth, talons, sharp hooves, or a barbed tail – all soquili possess at least one. Valkyries, however, tend to breed for more unusual weapons, as it means another individual is less likely to have been trained to fight against it.
          • Unusual eyes, especially red irises with black scleras. It is a common superstition within the herd that eyes are indicative of confidence and strength, so strange eyes must be even more so.

Ryuukishin

Man-Hungry Fatcat


Ryuukishin

Man-Hungry Fatcat

PostPosted: Fri Feb 20, 2015 12:05 am


THE CODE OF EDDA

      The Code of Edda refers to the laws and beliefs that all valkyries share. It was named after the mare that brought the valkyries together.


      Laws
          These laws are not modifiable in any way. If an individual denounces or fails to follow them, she is no longer considered a valkyrie.

          • All valkyries that have been raised with Edda's Code are subject to the word of Edda, regardless of whether or not they are part of the herd.
            Edda is the herd alpha, and serves as both a name and a title. When a valkyrie is elected to the role, she swears to discard all personal interests and biases – including her own name. From then on, her sole purpose is to work for the betterment of Edda's valkyries everywhere. Because most of Edda's valkyries are members of the herd, this tends to translate to "working for the betterment of the herd."
          • No valkyrie may deliberately kill another valkyrie, whether directly or indirectly.



      Beliefs

      Judge and Jury
          Valkyries are soquili blessed with the ability to determine who may and who may not enter Valhalla, and this is an ability only females may possess. It is considered an honorable responsibility; however, it is reviled by many. This is due to the fact that valkyries, upon finding a worthy individual, can only send them to Valhalla by killing them.

          The valkyries do not see killing as negative, which is where their conflict with outsiders stems. To them, killing is a mercy, a favor, and a blessing. It is not "ending another’s life" so much as "sending them to paradise" – and paradise, by its very definition, is the place where an individual may find bliss. Even if an individual were entirely happy and content in the mortal realm, surrounded by friends, family, and riches, they are sure to find better in Valhalla. To send someone to Valhalla is not to take away, but to give. It is the greatest honor a valkyrie can bestow.

          Another reason this act is so controversial is because judgment is left up to the individual valkyrie, and therefore extremely subjective. What one may consider worthy, another may see as despicable. The only shared trait is that valkyries are frugal; the average valkyrie will send less than five individuals to Valhalla in her lifetime, and some will not send any at all. Of course, no matter how low the number, soquili who do not share their beliefs are opposed to the idea of being killed.

          In addition, this belief is not without sacrifice. It's quite common for valkyries to kill close friends and loved ones, so as to ensure they reach Valhalla. The irony of their predicament is that, by removing the worthy, the valkyries condemn themselves to live in a world that is the very opposite of Valhalla – a world that is peopled by the unworthy. In return for this, the gods have blessed valkyries to reach Valhalla themselves, no matter the method in which they die. There is, however, an exception.


      Taint
          With power comes responsibility, and this applies to a valkyrie's gifts as well. All valkyries must take special care to ensure that they send only their intended individuals to Valhalla, and no other. Those who send the unworthy to Valhalla are marked – tainted – and the more taint a valkyrie has, the less likely she is to reach Valhalla herself.

          Taint is incorporeal and unwanted – a blight upon one's soul. Like judgment, the accumulation of taint is subjective. An valkyrie with a guilt complex is more likely to attract taint than one that is self-assured.

          A valkyrie can acquire taint by:

          • Killing an individual she does not mean to. If a valkyrie makes a confident kill, yet later regrets her decision, it is the same as if she had made an accidental kill.
          • Killing an individual she perceives as unworthy.
          • Killing herself.

          She cannot acquire taint by:

          • Finding someone worthy, yet choosing not to kill them. At the end of the day, it is the valkyrie’s right to judge. In this case, she has clearly decided that the factor that stops her from killing the individual takes priority over sending them to Valhalla. To put another way, the individual is not worthy enough to bypass the factor that keeps the valkyrie from killing. However, although this does not result in taint, the decision may be perceived as selfish by her peers if publicized, and the valkyrie may be looked down upon.
          • Finding someone worthy, yet being unable to kill them. This does not result in taint for the same reason as above; however, it is considered a worse offense, as the valkyrie makes the choice to kill the individual, but is prevented from doing so in some way. (Reasons include, but are not limited to: the valkyrie cannot catch the individual off-guard, and she cannot best them in a fight; the individual has escaped her, and cannot be found; the valkyrie, for whatever reason, cannot kill.) There are not many valkyries that fall under this category, and of those that do, most choose not to publicize it. A valkyrie that goes her entire life deciding no one is worthy of Valhalla will be thought of as having stringent, but not unfair, expectations. A valkyrie that decides an individual is worthy, yet is unable to follow through, is considered to have failed her sacred duty.

          One of the greatest benefits, and downsides, of taint is that it is unable to be measured. It is up to the valkyrie herself to decide if she has enough taint to be denied entrance to Valhalla. Whether her judgment is correct or not is impossible to determine by those still in the mortal realm.


      The Kill
          A valkyrie's killing blow will send the dead to Valhalla. However, the blow must have dealt by the valkyrie's own body. Teeth and hooves are weapons all soquili bear, though many valkyries possess additional weapons, such as horns, fangs, and talons.

          As a result, valkyries are trained since birth to be in absolute control of their actions. It is rare that a valkyrie will kill an individual she does not mean to, but not impossible. If a valkyrie fatally injures an individual she does not want to send to Valhalla, she may kill them by any other means, such as through burning, or stabbing with a blade. It is not uncommon for valkyries to carry additional weapons to protect themselves from this type of scenario. This also means that although valkyries do not send many to Valhalla, they are still capable of being killers.

          In addition, because death by any other method prevents an individual from entering Valhalla, valkyries are encouraged to kill their chosen individuals as quickly as possible, to lower the risk that they will be killed by something else.



      Membership
          As a general rule, valkyries are raised in the herd; they do not join. The opposition and aggression they face from outsiders make them hesitant to add a member who does not share their beliefs in their entirety.

          Valkyries could either have been born in the herd, or adopted as a basket or a very young foal. No matter their origin, all children will be raised the same way, and any females raised in this environment will be considered a full-fledged valkyrie.

          Alternatively, a valkyrie may have children outside of the herd. Any daughters directly related to a valkyrie, such as by blood or by wishing star, will automatically receive the valkyrie title so long as they are raised by the Code. Adopted daughters must be raised with the Code and visit the herd if they wish to receive the title; they must be accepted by the herd and have Edda's approval, after which they will be considered official valkyries.

          In addition, Edda may bestow the valkyrie title to those that were not raised by the Code, yet grew to embrace it during during adulthood. However, this is rare, as those who learn about the herd after childhood are not as likely to pick up on the unspoken norms of the culture, or be as accepting of their beliefs. On top of that, if an individual is noticeable and exceptional enough to be accepted into the herd's ranks, chances are she will have been sent to Valhalla before she reaches the point where she is given a title. Thus, acceptance of adults is restricted.


      Inheritance
          All daughters born to valkyries automatically carry the valkyrie title. Males do not inherit the title, and neither do their children, unless the mother is a valkyrie herself. Males may choose to bypass this by having their children adopted by the herd, though the herd only accepts baskets this way if the blood parents understand and consent to the fact that, by doing so, they give up their right to raise the children.

          If a valkyrie did not receive her title at birth – that is, Edda gave her the title during adulthood – none of her past offspring receive the title automatically. Any daughters she has afterwards, however, may inherit it.


      Termination
          It is not often that a valkyrie loses, or forsakes, her title. Once she does, she may never go back. Individuals who lose their titles may no longer send anyone to Valhalla or pass the title to her offspring; in addition, the ex-member loses her right to enter. A valkyrie may still kill the ex-member if she chooses; however, by doing so, the valkyrie gives up her own right to Valhalla.

          One way a valkyrie can lose her title is by choice. A valkyrie may drop her title at any time, for any reason. She will not be antagonized; rather, she will be ignored, and the herd will be closed off to her forever.

          A valkyrie may also have her title taken from her by Edda. This is rarely done, as the valkyries are not particularly lawful – even if a valkyrie was "evil," she would still be accepted by her peers so long as she did not hurt another valkyrie or cause undue resentment towards the herd. However, there are some acts which are considered unacceptable, such as abusing the young or betraying the herd, which may result in revocation of the title. Valkyries who lose their title in this way may be killed shortly after, with a non-bodily weapon.
PostPosted: Fri Feb 20, 2015 12:06 am


THE HISTORY

      Much of the valkyrie's history has been passed down in the form of plays, poems, and other art. Though they retain some truth, they have also been largely romanticized. Their basic timeline is below.


      The First Edda

      The Beginning
          • The Kawani lands are quiet and tranquil, but it was not always so. There was a time, long ago, when a neighboring nation and its king sought to conquer the lands. The Kawani soquili were used to peace, not conflict, and many were slaughtered when war touched their borders and cut across their lands. Edda was one of these soquili, a soldier on the losing side, and her story starts with her lying broken amidst the bodies of friends and foe alike.
          • (Some iterations of the history delve into Edda's background before the war, touching upon her compassion and her strong desire to help others, to the point where she enlisted in the war. However, as the history is largely told to other valkyries, who are already sympathetic of, and invested in, her plight, the option can be skipped.)
          • The harsh croak of a raven can be heard as Edda closes her eyes, and dies.


      The End
          • There is a light: bright, but not blinding. Edda wakes to find herself in an open field, the grass and flowers swaying by her feet. She is whole and healthy, and sees no wounded, no dead, no sign of war. The prey is bountiful and the waters sweet, but the land appears devoid of soquili life.
          • Suddenly, she hears a voice in her mind. It tells her it has brought her to this place, to Valhalla, because it thought her worthy. Edda expresses her appreciation, but also her regret: it breaks her to know that she has died and come to paradise, while so much of the living still suffer.
          • The voice, upset by what it considered ingratitude, leaves. Edda cries out in pain; her wounds have returned, and the world fades to black.


      The Beginning (Take Two)
          • Edda opens her eyes and realizes she's in cave, a raven at her side and three wounded soldiers around her. A healer tells her that the herd, whose territory Edda is now within, was able to find her and the others amidst the massacre due to the raven's incessant cries. (Ravens in the audience like to create a ruckus at this part.)
          • Edda, the healer, and the other soldiers become fast friends as they recover. They ask the herd to continue to help others, but the herd declines: though they are more than willing to help the victims at their doorstep, the warring king is too strong, and they are unwilling to uproot themselves from their homes and way of life on to pursue a hopeless mission. The group eventually comes to respect this decision, and instead vow to help others themselves. The healer leaves their herd to join them.


      The Journey
          • The group, now consisting of Edda, the healer, the raven, and the three other soldiers, travel to the remnants of battlefields, saving others as they themselves have been saved. They give care to the wounded, regardless of what side of the war they were a part of, and transport them to any nearby herd willing to shelter them. During this time, Edda and the healer fall in love.
          • The group comes across someone who cannot be healed, who begs for death. They hesitate, until Edda steps forward to fulfill the deed. When she delivers the killing blow, Valhalla appears in her mind, as clear as day. Edda sees the individual soaring blissfully in Valhalla's skies, and she is at peace. Eventually, she tells the group of Valhalla and the time she spent there.
          • Months pass, and the group finally understands why the healer's herd rejected their proposal. Despite the many soquili they have helped, there are a never ending amount of victims. They realize they will have to face the king if they truly hope to stop the massacre.

          • However, the king appears too powerful to be stopped. The group grows disheartened and splits apart. Edda and the healer continue to visit the battlefields; the others cope in their own way.
          • Edda can no longer see Valhalla and comes to believe it has been closed off. It would mean that, even in death, soquili would not find sanctuary. The healer decides that the best way to save soquili, then, would be to stop the king. Through force of will, the healer is able to find the old group members and reunite them.

          • They journey towards the king and his army. Ultimately, they find him in the healer's herd and manage to subdue him. (The herd is either dead or in retreat.)
          • (The identity of the three soldiers and journey itself vary wildly in length and detail depending on who's telling the story. The most popular version depicts the soldiers as the Martyr, the Protector, and the Turncoat.
            • The Martyr is so named because they sacrifice themselves early on in the journey to ensure the rest of the group can live. By the time the group rescues them, they have been tortured to the point where they ask for Edda's killing blow. Edda declines, fearing the doors of Valhalla are still closed. The Martyr insists, and she eventually submits. When she kills him, she finds she can see Valhalla once more.
            • The Protector is a popular character. They are said to be a fighter of great renown and spend much of the story displaying heroic feats. They have been so named because, during the final battle with the king, they choose to protect Edda rather than themselves. This results in their death, or crippling to the point where they can no longer fight. In some versions of the tale, the Protector is Edda's raven turned into a soquili; if so, instead of dying, they revert back to their raven form.
            • The Turncoat is revealed to be a traitor: they pretended to have fought for the Kawani side, but in truth, they were a prestigious soldier for the king. The confession is accompanied with betrayal; however, by the end, the Turncoat realizes that victory is no longer as essential to them as peace. They play a pivotal role by allowing the group to bypass the king's army to meet with the king himself. They are the only soldier whose ending isn't death or permanent injury.)

          • Edda, the healer, and what remains of the group have the king, but they know his army still waits outside. They consider executing him, but ultimately reject it. The king took care of his problems by killing them; they did not.
          • The healer, familiar with these lands, leads them down a series of labyrinthine tunnels to avoid the king's army.
          • The king breaks free. In the resulting struggle, he stabs Edda in the heart and escapes.
          • What remains of the group searches for him, but are unsuccessful. (It is heavily implied the king became lost in the tunnels and grew mad before eventually perishing. When his disappearance is noticed, his army war among themselves, fighting to take over the king's place. Weakened and disorganized, they are easily forced back to their own territory, where they remain in a state of political upheaval.)


      Rebirth
          • It is cold and dark when the group gives up the search and emerge from the tunnels. Before they can dwell on their failure, a star blazes through the sky, and by its light, the healer is able to find an untended basket. When the filly emerges, they name her Edda.



      The Code of Edda

      The Gift
          • Edda, blessed with both access to Valhalla and the healing arts, followed in her parents' footsteps.
          • Unfortunately, conflict was not yet over. The war had left an impression on the lands, and while many turned to pacifism, others grew obsessed with the power of conquest. Edda never saw any wars as large as the one the king caused, but she was still witness to much bloodshed.
          • Like her parents before her, Edda sought to deliver mercy in the ruins of battlefields. Despite the macabre nature of the job, she was considered by many to be an angel in mortal form, one who helped the victims of war pass peacefully into the paradise that awaited them after death. She gained a large following, and the most committed of their members joined her to form a herd of healers. (It is assumed that the herd was composed entirely of females, though there is dispute over the reasons why.)
          • Edda passed of old age. With her dying breath, she bestowed upon the herd the ability to send others to Valhalla themselves. They called themselves the valkyries.


      The Struggle
          • The herd has survived for a number of generations. Disputes arise regarding the nature of mercy killing and judging whether an individual is worthy enough to be sent to paradise, Valhalla.
          • The herd grows different factions, each with their own ideals on when killing is appropriate and when it isn't.
          • Wars become less common, and the topic of mercy killing becomes extremely controversial. The controversy leads to aggression from outsiders, and the factions begin to disassociate from the herd.
          • They continue to split into smaller groups. Soon, they are little more than individuals loosely tied together. There is conflict between those who do not agree on what kinds of soquili are worthy of being sent to Valhalla, and valkyrie turns on valkyrie.
          • Antagonized by their fellow valkyries and unable to form connections with outsiders who don't share their beliefs, many drive themselves to isolation and develop psychological problems, such as anxiety and depression.
          • Many attempts are made to group the remaining valkyries together, but they have grown too used to following their own judgement. They find it repulsive to follow the ideals of a single, or small group of, rulers, and all attempts at creating a new herd fail.
          • Valkyrie extinction is imminent.


      The Solution
          • Desperation calls forth another idea: a herd where the leaders agree to become an impartial entity, and the members retain their independence though mutually agree to follow a set of laws, referred to as the Code.
          • To help the valkyries come to terms with the idea, it was stated that the leader must, upon being elected, drop her name and biases, work for the common good of all the herd, and take on the title of Edda. The name is name of historical significance to the valkyries, and it encouraged the idea that by following Edda, they were not subjecting themselves an individual but, rather, an entity that predated them and sought to protect them all.
          • The Code of Edda is drafted. The valkyries agree to the Code and the herd is formed.



      The Herd Chronicles

      Inception
          • The herd is fraught with internal struggle, but the valkyries understand that they must stick together if they hope to survive in the long run.
          • This doesn't prevent some valkyrie from striking it off on their own. Some manage to create successful herds, though none grew to be as prosperous as The Code of Edda is today. The rest assimilated into other cultures as the generations passed.


      War of Sparrows
          • The herd grows more stable, more assured. They begin to make excursions outside the herd.
          • During one of these outings, Edda and her small group are ambushed. Caught off guard, they struggle for their lives, when an outsider appears and helps the valkyries turn the tides.
          • The outsider is offered the title of valkyrie; she is the first mare to receive the honor. Many remember her as the Red Sparrow, because she was found killed shortly after.
          • It was believed that members of the Sparrow's original herd, who did little to hide their distaste towards the valkyries, killed her out of spite. While the valkyries had had a long history with wars, they had never initiated one. Until now.
          • The resulting bloodshed convinces many, who had otherwise been neutral towards the herd, to see the valkyries as killers.
          • In addition, the war forces the valkyries to form a militia. This plays a crucial role in their victory, and teaches them the benefits of dropping one's independence to work for the greater good.


      Prosper
          • The War of Sparrows has simultaneously destroyed the neighboring herd and made the valkyries highly altruistic towards one another.
          • They quickly expand the territory, and the population rises exponentially to what it is today.

Ryuukishin

Man-Hungry Fatcat


Ryuukishin

Man-Hungry Fatcat

PostPosted: Fri Feb 20, 2015 12:07 am


THE CULTURE


      Solidarity
          A valkyrie's ability to determine who is worthy of setting foot in Valhalla is considered an important honor. As a result, valkyries are encouraged to be independent and confident enough to make their own judgments.

          This level of autonomy, on top of the fact that many kill their closest friends, is enough to drive a valkyrie to isolation while in the mortal realm. One of the reasons the herd was formed was to give valkyries a safe place to form bonds (especially since, before the Code of Edda, valkyries were wont to kill one another if they had a dispute over who was worthy and who was not). Thus, despite the fact that members are largely independent, they have a strong sense of solidarity and are particularly sensitive to betrayal. They ensure their actions do not reflect badly upon the herd, and fight to protect their own.


      Familiars
          Before the Code of Edda and its laws were formed, many valkyries sought companionship with familiars. A popular choice was – and still is – ravens, reflecting the days when the ancestors of the herd followed their ravens to the battlefield. Other valkyries prefer larger, more predatory familiars instead, to serve as one of their weapons.

          Although valkyries may now freely interact with one another, many prefer to have familiars, especially if they often travel away from the herd. Familiars are not at risk of being killed, as Valhalla is only open to soquili.



      Travel
          The herd is self-sufficient enough that its members may seek a peaceful life within its borders if they wished. However, many choose to travel. It would not do, after all, if they became so cut off from the rest of the world that could no longer be effective judges.

          The length of time that one travels is entirely up to the individual, though it is planned in advance with an overseer so that the herd will not be left with too little members. Some may travel for weeks or months at a time, while others are away from the herd for years on end. Occasionally, valkyries choose to set up a new life elsewhere, such as with another herd, but they will still be considered a part of the Code of Edda and may visit whenever they choose.

          Traveling is not limited to individual excursions, either. Some prefer to travel in pairs or in groups, and it is not unusual to see a handful of valkyries take children on an extended field trip.

          All traveling valkyries are encouraged to return to the herd during the equinox festivals.



      Breeding

      Courtship
          Valkyries are as susceptible to love as anyone; however, they do not lifemate with non-valkyries very often. Valkyries are encouraged to kill non-valkyrie lovers so that they may lifemate in Valhalla instead. Unfortunately, there are rare cases where a valkyrie feels they are too tainted to enter Valhalla, and may choose to keep their lover alive. This is considered selfish, as she denies paradise to a worthy individual because of her own fears. If this is the case, another valkyrie may choose to take pity on the lover and kill them in her stead.

          Flinging is much more common. Valkyries take care to make selections that will contribute to the herd's gene pool and health, and may check the medical history of potential partners. In addition, they look for traits, such as weapons, that will prove advantageous to their children. Last, but not least, they look for consent; valkyries have no desire to cause strife or earn a bad reputation by stealing baskets, and will make sure any involved parties understand that the herd will take custody over all female offspring (and male offspring as well, if the father does not wish to raise them).

          Valkyries may travel outside the herd for suitable partners, but many prefer to schedule breedings during the equinox festivals instead, so that their foals will be of similar age and can be raised as a group.


      Children
          Raising children is a communal task. All herd members are considered "parents," and no parent has more authority than another, regardless of genetics. The only exceptions are the Mothers, those who focus specifically on the well-being of children within the herd, and Edda. This is due to the fact that even one child can be a handful for two parents, and not all adults are equally adept at working with children, whose minds process the world in a different way. Valkyries disagree with the view that children should be raised by their genetic parents alone, believing it works to the detriment of both the children and the adults involved. With communal raising, work is more evenly distributed so that no one member is overly stressed, and this method helps to strengthen herd solidarity as well. Thus, if a valkyrie is outside the territory when she conceives, she will travel back to the herd to raise them with, or have them be raised by, the herd.

          Female offspring are required to be raised by another valkyrie, preferably within the herd territory, though exceptions may be made and tutors can be sent depending on the scenario. If she is raised by a non-valkyrie, she may lose her title.

          Male children are usually raised by valkyries as well, and then kicked out of the herd once they reach adulthood. However, males are allowed to be raised by outsiders. A valkyrie can allow her sons to be cared for by non-valkyries (such as the father) if and only if she is certain the child will receive a healthy upbringing. Teaching sons about valkyrie culture is preferred, but not necessary, as males do not carry the valkyrie title.



      Education
          Education is an important part of the herd's culture, as it allows them to continue to grow well into the future. All children raised within the herd are given the same core education, regardless of gender. As all males and some females leave at adulthood, it is meant to be comprehensive.

          Valkyries do not believe that being sexually mature is equivalent to being an adult. As a result, while soquili may be fully grown at around three or four years of age, they are still considered children until they complete their basic education, which can take seven to ten years.

          The education plan includes both values and skills, with the main subjects listed below.


      Values
          • Independence. By the time children reach adulthood, they should have high levels of confidence and authority. They should be critical thinkers, and able to survive on their own.
          • Respect. All children are taught to respect another's independence and choices, even if they may not agree with them. Although the herd is largely composed of females, they do not advocate female superiority or male inferiority.
          • Learning. A soquili is a child for only a small fraction of the time that it is an adult. As such, the most crucial step that valkyries teach their children is how they pursue education on their own time.
          • Teaching. One of the best ways to learn is to teach. Children must be able to guide their peers so that they, too, can help educate future generations.


      Skills
          Children are taught healing, tracking, hunting, fighting, and weaponry. As foals, their bodies are still growing, which puts them at a high risk of receiving permanent injuries. As a result, early education focuses on healing and tracking; for the other three subjects, only the basics and concepts are taught. As they grow, they spend a more even amount of time on each subject.

          • Healing. This encompasses basic first aid, anatomy, and health. It is common to be taught how to make potions from the medicinal plants grown in the herd; however, some choose not to go past the basics (such as what the shape of a leaf indicates about the plant and the environment it's found in) as plants can change wildly based on location, and a child will not always travel to areas with the same types of plants as those grown in the herd.
          • Tracking. The herd territory is large, and nearly all valkyries travel at least once in their lifetime. Thus, children are taught to scout and observe the area, so that they may understand the environment they are in and recognize the fauna and flora that are a part of it. They are trained to navigate the vast herd territory, and these skills will be expanded upon in field trips so that they may learn to find their way back to the herd once they begin traveling. Most mentors focus on the stars, as they are easily visible and do not change in a soquili's lifetime. However, some prefer to build compasses, though these are considered less reliable as they may drift depending on the magnetic field. Children are also taught how to track prey and search for other individuals.
          • Hunting. As children grow, they are are given lessons to hunt non-soquili species – which cannot be sent to Valhalla – effectively and efficiently. They are taught to give a quick and painless death, to respect the creature, and to prevent its suffering as much as possible. Thus, they focus on stealth and subtlety rather than brute strength, striving to end the creature's life before it even realizes it's in danger. (It is for this reason that armor has become decorative amongst valkyries. They do not spend much time fighting, even when they kill, as their targets generally do not see them coming.) Many are taken on field trips to be exposed to a variety of creatures and the tactics they use. By the time the children have grown to adults, they should be prepared for a wide range of outside environments.
          • Fighting. Hunting focuses on ending another's life, whereas fighting focuses on protecting and extending one's own. Children are given specialized training based on their individual traits to learn one thing: that their body is a weapon. By adulthood, they should have a high level of control of their own movements, significantly reducing the chances of accidental actions and deaths. (Physical control often extends to mental control; those raised within the herd are not prone to impulsive behavior.) In addition, they are provided with training exercises they should practice regularly to keep up with and improve their finesse.
          • Weaponry. Foals are introduced to a number of non-bodily weapons that have been standardized within the herd. Once they are a little older, they may choose one to two among the options to focus their studies on. This course is required for all females, but optional for males.

          In addition, foals may find electives during their free time (see the Roles section, located in The Herd post). They are given the opportunity to see the work and leisure activities of herd members, and request to be given a lesson in the area. Electives are flexible for that reason; lessons start off short, but if a foal shows continuous interest, they may grow longer.

          Many valkyries continue their education once they reach adulthood, though they are now able to tailor their studies to suit their needs. They help out in the herd by trying out various roles until they find one they enjoy, after which they may seek an apprenticeship.



      Festivals
          Festivals are a popular event, used to strengthen bonds between members and with the outside world.


      Equinox
          Known as the largest and most open events of the year, the herd hosts a festival during the northward and southward equinoxes, wherein they celebrate life in the mortal realm and the afterlife respectively.

          Preparation can start months in advance; on top of getting the food ready, decorations must be made and entertainers must practice their parts. The festival itself can run from two weeks to a month, and are held in the visiting area so that outsiders may join in. Most of the visitors tend to be the stallions that had been raised within the herd.


      Naming Ceremony
          Foals are referred to with affectionate nicknames, such as "little one" and "tot." Once they reach roughly three months of age, they are given a name by the Mothers. This ceremony can take an entire day if a group of foals are named together, or can be as short as a quarter of an hour if there is only one. No matter the case, the herd gathers to greet the foals by their new name.

          This tradition came about early on in the herd's history, when foal death was commonplace. Although such events have grown rare since the herd found peace, it remains a popular ceremony and has persisted to this day.


      Coming of Age
          Foals are considered adults once they have completed their basic education. In the Coming of Age ceremony, they are given one final trial to test the skills they've learned. The trial can range from bringing back a rare creature alive to having mock battles with assigned team members in unfamiliar terrain, and can last a week or more. They will be tried on every aspect of their education, with adults hidden in the wing to keep an eye on the players and ensure no crippling harm comes to them.

          Those that come out victorious will be celebrated in a herd-wide event; those that fail will be encouraged to try again next time, and are offered tips from others of the herd. This ceremony also serves as a place for newly-made adults to seek out mentors, as skilled members of the herd often look for new apprentices during this time.


      Miscellaneous
          Small ceremonies are held for special events, such as when a valkyrie passes on to Valhalla. Some valkyries create their own ceremonies for those they kill, but it is not required, and up to the individual's own preferences.
PostPosted: Fri Feb 20, 2015 12:08 am


THE HERD


      Territory
          The territory is not marked by distinct boundaries; rather, its borders are flexible and shift as needed. For instance, valkyries will defend a larger territory while rearing a group of a foals, and will defend a smaller one during harsh winters so as to conserve resources.

          Valkyries on patrol will defend the boundary and urge outsiders to move around the territory; they do so by emitting harsh shrieks that can travel miles in the open air. Those who do not heed the warning are considered intruders, and will be violently expelled. Even the airspace is guarded, up to a certain point.


      Geography
          The herd has persevered for centuries, and has had much opportunity to expand. The territory encompasses a vast area of plains, forests, and a mountain range, where the largely winged population may fly at their leisure.

          • Plains. The plains serve as the main gathering grounds. It is relatively flat, and the grass grows soft and knee-high. The forests and mountain range encircle the plains.
          • Forests. The forests offer more protection than the plains, and as well as a variety of edible goods, be it plant, animal, or fungi. They transition to a boreal forest as they climb up the mountain.
          • Mountain Range. The mountain range is large and expansive, and grows colder the higher one goes. It is blanketed by glaciers.
          • Water. Water is formed from melting ice; it trails down the mountain and through the forests. It's calm and wide by the time it reaches the plains, and branches off into still pools.


      Areas of Interest
          • Hunting Grounds. Although valkyries can hunt in any part of the territory, they are encouraged to use the specified hunting grounds, so that they may maintain some control over the ecosystem and ensure no area is stressed to the point where it can no longer replenish itself.
          • Gardens. The valkyries have no farms; rather, they make use of small gardens. They're spread across the territory to grow a variety of fruits and vegetables.
          • Mountain Homes. Valkyries may claim a room wherever they please; however, the mountains boast a series of clustered caves which serve as a popular dormitory.
          • Storage Units. Larger caves are used to store surplus goods. Some caves have been packed with ice obtained from the mountain's peak and are used as refrigerators.
          • Labyrinth. A few number of caves lead to a labyrinth of underground tunnels that open up on the other side of the mountains. Although members are taught certain trails at adulthood, the risk of getting lost is too great for the tunnels to see regular use (foals are not taught, so that those who choose to leave the herd after their education will not have access to the routes). They have proved invaluable during emergencies, however, and are maintained on a somewhat regular basis.
          • Mines. A number of tunnels are mined for valuable ores, which are then used to create non-bodily weapons and armor. They are carefully excavated so as not to damage the other tunnels. Forges can be found near the tunnel openings.
          • Amphitheater. A large stage located in the center of the plains; the area is used for performances. It is constantly worn down by the elements (and, admittedly, the performers and audience themselves when they get too excited) and just as constantly repaired.
          • Crafting Area. Most crafting is done on the edge of the plains by the forest, with separate sections for different crafts. For the most part, the valkyries give freely to another valkyrie in need; however, there is a trading area in place to barter for luxury goods.
          • Visiting Area. Located on the fringe of the plains by small series of caves, this area has been shaped to see to a visitor's comfort. Some caves have been furnished into plush shelters, while others are used to store a moderate supply of food and medicine. A gentle stream runs across for easy access to water and bathing. It is vital to note that although this area was made to appeal to visitors, all outsiders are still under heavy scrutiny (however, valkyries know that an atmosphere of mistrust is bound to cause tension, and so will be subtle about it. The visiting area is full of recreational facilities that give valkyries an excuse to keep an eye on others).



      Outside Relations

      Alliances
          The herd has some alliances with bachelor herds formed by the sons of valkyries. For the most part, however, they remain unpopular due to their practices.


      Enemies
          They face opposition from nearby herds. At present time, none are a true threat, though the valkyries keep an eye out for enemy alliances.


      Visitors
          The only time outsiders will be openly welcome is during the equinox festivals. Otherwise, guests are only allowed at the herd's invitation. Those who visit without permission are considered intruders, and are treated accordingly.

          A valkyrie may invite another into the territory whenever she wishes. In addition, outsiders will be tolerated if young or wounded, and unable to fend for themselves. They will be cared for, and encouraged to leave as soon as able. (The young may be raised with the other children if they have no guardian, but they will not necessarily be adopted if they are too old.)

          During all instances where an outsider is allowed, their access to the herd will be limited to the visiting area. If they wish to go further, they must specifically be invited to do so, and escorted at all times. The valkyrie who extends the invitation is usually responsible for this, but she may ask another valkyrie to look after the individual in her stead. This is to protect both the herd and the individual; without an escort, an individual may be mistaken for an intruder and potentially killed.



      Roles
          The herd territory is expansive and requires constant upkeep. To do so, valkyries take on a number of roles, although they tend to focus on one or two. Role categories include:

          • Food Services. Valkyries have a wide range of appetites, and some individuals are in charge of hunting and foraging. Others prepare excess food for storage, cook, or focus on husbandry.
          • Gatherers. They gather materials that may be needed for other services within the herd, such as wood and ores.
          • Specialized Healers. They are those who study medicine past what is required with basic education. They may specialize in fields such as bone mending, child bearing, and so forth.
          • Architects. This category applies to anyone who deals with construction, and can range from forming buildings to sewers. Many of them are tunnel diggers.
          • Artisans. Unlike architects, artisans tend to focus on smaller goods that benefit an individual, or small group of individuals, rather than the community as a whole. A popular category is metalworking due to the number of armor that must be created and repaired.
          • Mothers. Although children are raised communally, the herd does not simply leave their well-being up to fate. Mothers work as an overseeing body to ensure the herd's foals are cared for properly. While they may have other jobs, Mothers are those who choose to focus primarily on child-rearing.
          • Military. All valkyries are capable of fighting individually or in small teams, but they are too autonomous to truly work well with one another in large groups. Usually, their sheer strength and numbers are enough to offset this disadvantage, but they realize they cannot rely on that alone. The military was formed to address the problem, and is one of the few areas where valkyries submit themselves to a hierarchy. The military is the one responsible for organizing border patrols.

          The roles listed cover only the major fields; however, the herd is by no means limited to them. Examples of less common roles include tailors, animal (non-familiar) trainers, and mapmakers.

          In addition, valkyries focus on the arts during times of leisure. It can include such roles as painters, bards, and musicians. Actors are a popular option in particular, and many work in harmony to create plays.

Ryuukishin

Man-Hungry Fatcat


Ryuukishin

Man-Hungry Fatcat

PostPosted: Fri Feb 20, 2015 12:09 am


THE FOLLOWERS OF EDDA

      All characters who wish to use the concept and say they were raised by the Code must carry a rank and be listed below. (To clarify, holding a rank does not necessarily mean they are a part of the herd.) In addition, we have a Family Echo.

      • Edda. The elected leader of the herd. A new Edda is elected once the old one passes; alternatively, an existing Edda may be voted out if she becomes unsuited to the role. This rank came about during the herd's early struggles; valkyries were too self-governing to concede to be ruled by anyone. The compromise was that the leader would sacrifice her own individuality for the sake of the greater good, and it was symbolized by her dropping her own name to take on the rank of Edda.
      • Edda's Advisers. Edda does not work alone; on top of seeking opinions from the herd, she also has a council of trusted advisers. However, all work they do is attributed to Edda, to prevent the advisers from being seen as rulers with retained individuality, and to further promote the idea that Edda is not a single ruler. A valkyrie does not ask to be an adviser; rather, she is chosen, either by the council of existing advisers, or by Edda herself. (Users will be able to apply for the role OOC; IC, however, your valkyrie would have been approached by existing advisers.)
      • Overseers. Over time, the herd grew too great to be maintained by a single leader and her counsel. The overseers are those who take care of the administrative tasks necessary to run a large herd, from keeping tabs on the herd's food supply to having records on who is traveling where. Each overseer specializes in one or two roles, and they serve as Edda's public branch. While her advisers remain anonymous, overseers are well-known, and anyone, member or otherwise, may seek them out to find out information about the herd. Overseers are crucial to the herd; thus, they rarely stray from the territory.
      • Members. The general terms for members that consider the herd their home, regardless of how far, or how long, they travel. All members have roles.
      • Practitioners (open to males). Practitioners are those that follow the Code, yet do not live within the herd. However, females are free to visit without an escort, and many choose to return to the herd when they conceive to guarantee a full valkyrie education. In addition, they can be males who were kicked out at adulthood.
      • Defectors (open to males). Like practitioners, defectors do not live within the herd. Although defectors still follow the Code to some extent, outside influence has affected their views to the point where they choose not to pass it down to their children. Female defectors retain their valkyrie title, but their daughters do not inherit it.
      • The Forsaken. The Forsaken are those that have chosen to renounce the Code and drop their title. (The male equivalent of a Forsaken is the Defector rank.)


      Edda
          None



      Edda's Advisers
          None



      Overseers
          None



      Members
          Rouxe (Ryuukishin)
          Riomie (DarkenWoodWolf)
          Kawah Ijen (~Latonia de la Courtel~)
          Keshani Avenara (~Latonia de la Courtel~)
          Rán (Ryuukishin)
          Reaver Sinclair (Ryuukishin)
          Solveig Sinclair (Faithofthefallen)
          Rue (Ryuukishin)
          Adrasteia (Kitsune Mistress Nyoko)
          Skuld (Lunadriel)
          Helki (Heavenly Snow)



      Practitioners
          Elijah (Ryuukishin)
          Ezra (Ryuukishin)



      Defectors
          None



      The Forsaken
          None
PostPosted: Fri Feb 20, 2015 12:10 am


THE REPOSITORY

      The repository is a place where miscellaneous herd information will be stored. If you have any questions, it may end up here.


      Who Can Enter Valhalla
      Only soquili may enter. Thus, a valkyrie killing a non-soquili creature with their bodily weapons will not send them to Valhalla.

      Amount of Members
      The herd has existed for centuries, and while war, inefficient use of resources, and predators have prevented them from expanding in the past, they have a stable foothold and have been growing steadily. Their numbers are closer to a town or city than a small group; however, the equinox festivals and naming ceremonies help them bond and learn to recognize one another.

      Visiting Blood Relations
      Valkyries prefer to breed with males who have no wish to cultivate a relationship with their children; it is simply easiest that way. Even when a valkyrie finds abandoned baskets or children during her travels, she will make sure no one has a parental claim over them before bringing them to the herd, to lower the chances of unwanted trouble. However, soquili are social creatures, and blood parents eager to see their children are bound to happen.

      As a general rule, valkyries are not sympathetic to their plight. Valkyries would only have bred if the other party, in a lucid state of mind, agreed to custody terms: children stay with the valkyrie and her herd, though fathers or relatives (including other members of the father's herd) may raise any sons if they show they can properly care for the children. It would have been made clear that non-members would have little to no interaction or influence with the foals, and that, because of the herd's culture, the children are unlikely to seek out their blood family once they've grown.

      While some concerned blood parents have tried to visit their children, it is not a viable option. The main drawback with the idea is that the herd is large, in both territory size and membership numbers. One cannot simply come inside, state a name, and expect the average valkyrie to know both the individual's identity and their location. (While valkyries are familiar with one another so that members are not mistaken as outsiders by the border patrol, facial recognition does not necessarily translate to knowing them off of the top of their heads.) This is further accentuated by the fact that soquili are unlikely to have pictures or, if they do, they may be inaccurate, misleading, or unclear, meaning that searchers must rely on oral descriptions. In addition, members do not stay in the herd permanently, but alternate between rest and travel. Thus, it is understood by the herd that the task of finding a specific individual, and then arranging a meeting time and place, for the sake of a soquili who is practically a stranger to them, is not worth the effort.

      As a result, if blood parents agree to the terms, but come to regret it, that is their problem. Once the valkyries have taken custody of a child, they will look after it to the best of their abilities, and they will not endanger the child's stability or education for the sake of an adult's indecision.

      If blood parents agree to the terms, accept it, yet still foster some hope of being able to see their child, there are some options. However, they should tread cautiously. If they expect their child will be as eager to see them as they are to see their child, they will find only disappointment.

      • If the blood relation knows a specific way to find their family member without taking up herd resources, a valkyrie may be willing to fetch the individual for a meeting. For instance, the blood relation may have friendly ties with a herd member that is keeping tabs on their child, such as a Mother who is in charge of the blood relation's foal.
      • The blood relation may, by chance, see their foal when they are out of the territory and on a field trip. The chaperones will not harass the blood relation, but will politely ask that they do not engage with the foal until lessons are over. The blood relation will be asked to leave if the foal expresses no interest in meeting them, or if they bother the other children.
      • The most common method is to visit during the Equinox festivals. All valkyries will return to the herd territory if they are able to, and celebratory areas will be open to the public. The blood relation would be able to use this opportunity to search for their foal themselves.

      If their child is receptive to meeting them and a blood relation is able to form friendly ties with their child, the child may choose to seek them out once they've grown to adulthood.

      Close Relationships
      Valkyries are not killing machines, and sending an individual to Valhalla is an honor that must be carefully bestowed. Thus, valkyries may have close relationships with non-herd members without killing them.

      Their culture emphasizes herd bonds over genetic bonds, and their romantic practices dispels the notion of the "one and only," making them less likely to put blood relationships or romantic relationships on a pedestal. (Monogamous valkyrie are rare, and while they would be encouraged to send their lifelong partners to Valhalla, the same cannot be said for the rest of the herd.) In addition, their constant travels makes it difficult for them to form strong friendships outside of the herd.

      Thus, they learn from the beginning not to simply kill their family, romantic partners, or friends without giving it some thought. Just as individuals can have a close friend, but not necessarily believe the friend is a good fit to be a roommate or a coworker, a valkyrie can have strong relationships without believing the individuals are fit for Valhalla.

      To reiterate, most valkyries send less than five soquili to Valhalla. Although valkyries may technically kill an unlimited amount of soquili, they aim to be careful – and, by extension, sparing – to honor the individuals that they choose, as well as the individuals that are already in Valhalla. While having a close relationship increases the chance of the valkyrie passing judgement on the individual, it does not guarantee it. At the end of the day, it is not the intimacy of the relationship, but how well the individual fits the valkyrie's definition of "worthy," that determines whether or not they will be killed.

      Living Quarters
      The herd territory encompasses a mountain range, which has a series of clustered holes. It is a popular place to live in, as its walls allow privacy while maintaining a close proximity with their peers.

      There is a large room, cavernous and sheltered, that is used as a common sleeping area for any young foals in the herd, with caretakers having private rooms nearby. As the foals grow, they're allowed to claim any free dormitory near the common room (either adjacent or connected via hallway), and it's popular practice for them to take rooms farther and farther away from the common room as they rise in seniority. (Whether by luck or by design, the more senior the dorms, the easier it is to sneak out.) Once they reach physical maturity, they're free to seek out their own living quarters and arrangements.

      Quarters are not limited to the mountain clusters. Any valkyrie may claim an available and unshared spot in the territory to be her home, and it's not uncommon to see some members eke out a space in the forests or near streams. However, it is understood that such spaces do not guarantee privacy (for instance, a patrol may cut through someone's home, rather than go around it, if they are on a critical task), and there have been instances where valkyries have been asked to relocate to convert an area into a public space.

      Spirit Breedings
      If the valkyrie willingly sought spirit-blessed offspring, they will be treated as normal and all inheritance rules apply. If another party sought spirit-blessed offspring, they will be considered unrelated to the valkyrie.

      Food Distribution
      Valkyries must know how to hunt and are encouraged to keep up with their skills, especially as many will travel and must take care of the task themselves. However, while they are within the herd, they have access to distribution centers located around the territory, which will allow them to focus on the herd rather than worrying about their next meal. Hunters and foragers are assigned to certain areas and rotated to different fields as needed; they may then drop off their finds in gathering points which will be taken to either storage or distribution centers.

      Individual valkyries may choose between fresh and preserved foods in the distribution centers. If something is out of stock, they are free to hunt for themselves or go to to the herd's storage directly to make a specific request; however, this is rare due to the efforts made by food distributors to increase accessibility and move food from storage to distribution centers and vice versa. If someone is not assigned a role as hunter, yet still chooses to hunt, the most common reason is for practice (either they are young or about to resume their travels after a long period of rest within the herd) or for fun, with the expectation that any food not consumed is sent to storage to be preserved.

      Traveling: Throughout the Years
      Foals spend nearly all their time within the herd, although they are occasionally taken out on field trips with supervisors. These trips can be short as a day or as long as a week.

      In adulthood, members are expected to spend at least a few months out of a year in travel, growing to know outsiders and form their own judgements. While there is nothing wrong with spending the majority of one's life in the herd, many see it as a wasted opportunity to stay so close to home while one is young.

      As a valkyrie ages, she tends to spend a larger proportion of time in the herd rather than traveling.

Ryuukishin

Man-Hungry Fatcat


Ryuukishin

Man-Hungry Fatcat

PostPosted: Fri Feb 20, 2015 12:11 am


THE FORMS

      Please do not post incomplete forms. Thank you.


      Joining
          The Code of Edda is open to nearly every personality and character type, so long as individuals follow the Code and look out for their fellow valkyries. However, there are some restrictions:

          • Uncharmed skinwalkers may not join, due to their inability to care for other soquili.
          • Although it is possible to have a soquili join as an adult, it is limited.

          In addition, here are some OOC points you should keep in mind:

          • First, there is no intention to make this an active herd. If you are looking for a bustling roleplay community, this is not the place for you.
          • This herd was specifically made to help individuals, as opposed to groups of people (though users are free to plot in groups if they are so inclined). The valkyrie's independence, the herd's range of roles and activities, and the constant traveling give users the flexibility to go with an option that works best for their character, to the point where users can have a character be raised by the Code, yet pursue an entirely different lifestyle.
          • I would also like to stress that those who choose to apply should be committed to keeping an open line of communication. Although the herd won't be active, I will still do my best to keep the thread maintained. If you later change your mind and decide you do not want your character to use this as part of their backstory; if your valkyrie has offspring; or if you are confused or want to talk about anything regarding the herd, please do not hesitate to contact me, and I will do my best to work with you so that we may all have a pleasant plotting experience!

          Finally, be warned that the form is extensive. Because the herd will be largely inactive, there will be no regulating body that frequently checks for accuracy. As a result, I'd like to cover everything right off that bat, so that we may discuss concerns and possibilities before your character is an official member. Regarding the form:

          • I would like to stress that it is not a quiz. Answer however you'd like, even if it doesn't match the information in the thread. You will have to justify any discrepancies; however, I am more than willing to work with you to help fit the concept to the herd.
          • I also realize that situations can change with time and plots. The form is mainly to check and make sure you have a good grasp of the herd; if you later deviate from it, that's fine.
          • In addition, the form focuses on what your character would do, and I'm fully aware that what they want to do, or think they'll do, may not be what they actually do. For instance, if you put on your form that your character only wants flings, but they end up finding a lifemate where they agree to to produce strong offspring without having romantic feelings for one another, then that's all right. I am not looking to nitpick over every potential scenario that may occur (though I would not mind discussing them with you if you had concerns or wanted clarification); rather, I am looking to get a feel for what your character is like.

          Thank you for your interest, and good luck!


      Members
          [quote="Ryuukishin"][/quote]

          [size=18]THE SOQUILI[/size]
          [b]Name:[/b]
          [img]CERT[/img]

          [b]Rank:[/b] Member
          [b]Age:[/b] (Feel free to be generic, such as young adult, middle-aged, etc.)

          [b]Personality:[/b] (If "evil," please explain how she makes sure she doesn't negatively affect the herd. For instance, an individual who kills for sport (with non-bodily weapons) may limit her kills to when she's out traveling, and work to remain anonymous so as not to give the herd a bad name.)

          [b]How did she join?[/b] (Born; adopted by the herd as a basket/very young child; Edda made her a member. If the last option, describe how your character was able to acclimate to the culture; note, though, that she is unlikely to be accepted. For all options, feel free to add upon it; e.g. how and why did the herd adopt.)

          [b]Coming of Age Ceremony:[/b] (What trial was she given? You may leave this blank if you'd prefer I create a scenario instead. Please note that the form won't be considered complete, however, until you confirm the scenario.)

          [b]History:[/b]

          [size=18]The Code[/size]
          [b]How dedicated is she to the laws?[/b] (Is she 100% dedicated, or does she believe there are scenarios where it's best not to follow them?)
          [b]How does she judge who is and who is not worthy of Valhalla?[/b] (Strength, kindness, etc. What kind of soquili are particularly susceptible? In addition, what is she actively against when choosing candidates?)
          [b]How does she kill?[/b] (Is it sweet and simple? Is a ritual involved? If she does not kill subtly, how does she go about it?)
          [b]How does she deal with the backlash?[/b] (It's common knowledge that most do not appreciate being killed, even if it's to send the individual to a utopian afterlife. How does she ensure she won't be harassed by the candidate's friends and loved ones?)
          [b]Is she tainted in any way?[/b] (Accidentally made the wrong kill and couldn't rectify it or regretted a kill after it was made.)

          [size=18]The Herd[/size]
          [b]Where does she live?[/b] (Cave dormitory, other area.)
          [b]What does she do?[/b] (Roles, hobbies, recreational activities.)
          [b]How often does she travel and where does she go?[/b] (Is there a specific herd she returns to, a specific area, or does she visit different places? Does she intend to return during the equinox festivals? Does she spend the majority of her time traveling, or at home in the herd?)
          [b]What does she do on her travels?[/b] (A valkyrie's main goal is to look for those worthy of gracing Valhalla and, occasionally, finding breeding partners. However, everyone goes about it a different way. What does she do? In addition, how likely is she to bring up her herd and their views? Does she educate anyone willing to talk to her, or does she prefer to keep it low key so as not to argue with those against her beliefs?)
          [b]How likely is she to bring friends or temporary lovers to visit and how long do they stay?[/b]
          [b]How closely does she follow the culture? If there are discrepancies, please describe them.[/b]

          [size=18]Children[/size]
          [b]What kind of breeding partner will she look for?[/b] (Flings? Lifemating? Wishing Star? Any particular traits?)
          [b]What will she do if she cannot make it back to the herd in time to raise her children there?[/b] (Assume that she is unable to transport the baskets or foals; e.g. too far, foals cannot fly, etc. Does she have different plans for different genders?)
          [b]How committed is she to raising her children the valkyrian way?[/b] (Would there be any scenarios where she would consent to allow any of her daughters to be raised by another, outside of the herd? Is she committed to offspring of any gender, or does she prioritize females?)
          [b]How does she help raise children?[/b] (What kind of electives does she offer, if any? Is she involved in raising the children within the herd, or would she prefer to leave that work to the other members?)
          [b]How (un)likely is she to adopt?[/b]


      Practitioners
          [quote="Ryuukishin"][/quote]

          [size=18]THE SOQUILI[/size]
          [b]Name:[/b]
          [img]CERT[/img]

          [b]Rank:[/b] Practitioner
          [b]Age:[/b] (Feel free to be generic, such as young adult, middle-aged, etc.)

          [b]Personality:[/b] (If "evil" and female, please explain how she makes sure she doesn't negatively affect the herd. For instance, an individual who kills for sport (with non-bodily weapons) may limit her kills to when she's out traveling, and work to remain anonymous so as not to give the herd a bad name.)

          [b]How did they initially join the herd?[/b] (Born; adopted by the herd as a basket/very young child; Edda made a female a member. If the last option, describe how your character was able to acclimate to the culture; note, though, that she is unlikely to be accepted. For all options, feel free to add upon it; e.g. how and why did the herd adopt.)

          [b]Coming of Age Ceremony:[/b] (What trial were they given? You may leave this blank if you'd prefer I create a scenario instead. Please note that the form won't be considered complete, however, until you confirm the scenario.)

          [b]History:[/b]

          [size=18]The Code[/size]
          [b]How dedicated are they to the laws?[/b] (Are they 100% dedicated, or do they believe there are scenarios where it's best not to follow them?)

          Female Only:
          [b]How does she judge who is and who is not worthy of Valhalla?[/b] (Strength, kindness, etc. What kind of soquili are particularly susceptible? In addition, what is she actively against when choosing candidates?)
          [b]How does she kill?[/b] (Is it sweet and simple? Is a ritual involved? If she does not kill subtly, how does she go about it?)
          [b]How does she deal with the backlash?[/b] (It's common knowledge that most do not appreciate being killed, even if it's to send the individual to a utopian afterlife. How does she ensure she won't be harassed by the candidate's friends and loved ones?)
          [b]Is she tainted in any way?[/b] (Accidentally made the wrong kill and couldn't rectify it or regretted a kill after it was made.)

          [size=18]The Herd[/size]
          [b]What were their thoughts upon leaving?[/b] (Were they glad? Did they wish they could have stayed? What do they intend to do now that they are no longer part of the herd? For females, or males that left before adulthood, why did they leave?)
          [b]How often do they come back to visit?[/b] (Rarely; during festivals; etc.)
          [b]What were their thoughts about the education they received?[/b] (Do they feel it helped them prepare them for life outside of the herd? If they had a choice, what would they have liked to include in the education requirements, if anything?)
          [b]How closely do they follow the culture? If there are discrepancies, please describe them.[/b]

          [size=18]Children[/size]
          [b]How committed are they to raising their children the valkyrian way?[/b] (Would there be any scenarios where they would consent to allow any of her daughters outside of the Code? Are they committed to offspring of any gender, or do they prioritize females?)

          Female Only:
          [b]What kind of breeding partner will she look for?[/b] (Flings? Lifemating? Wishing Star? Any particular traits?)
          [b]Does she intend to bring her children to be raised in the herd?[/b]
          [b]What will she do if she cannot make it back to the herd in time to raise her children there?[/b] (Assume that she is unable to transport the baskets or foals; e.g. too far, foals cannot fly, etc. Does she have different plans for different genders?)
          [b]How (un)likely is she to adopt?[/b]


      Defectors
          [quote="Ryuukishin"][/quote]

          [size=18]THE SOQUILI[/size]
          [b]Name:[/b]
          [img]CERT[/img]

          [b]Rank:[/b] Defector
          [b]Age:[/b] (Feel free to be generic, such as young adult, middle-aged, etc.)

          [b]Personality:[/b] (If "evil" and female, please explain how she makes sure she doesn't negatively affect the herd, assuming she chooses to do so. For instance, an individual who kills for sport (with non-bodily weapons) may limit her kills to when she's out traveling, and work to remain anonymous so as not to give the herd a bad name.)

          [b]How did they initially join the herd?[/b] (Born; adopted by the herd as a basket/very young child; Edda made a female a member. If the last option, describe how your character was able to acclimate to the culture; note, though, that she is unlikely to be accepted. For all options, feel free to add upon it; e.g. how and why did the herd adopt.)

          [b]Coming of Age Ceremony:[/b] (What trial were they given? You may leave this blank if you'd prefer I create a scenario instead. Please note that the form won't be considered complete, however, until you confirm the scenario.)

          [b]History:[/b]

          [size=18]The Code[/size]
          [b]How dedicated are they to the laws?[/b] (Are they 100% dedicated, or do they believe there are scenarios where it's best not to follow them?)
          [b]Why did they defect?[/b] (Found a new life outside the herd, another valkyrie sent an individual they despised to Valhalla and they grew bitter, etc. Please note I am not going to accept "they thought killing was evil" unless there is proper justification; they are raised to believe that sending someone to Valhalla is the greatest honor they can bestow to another, and are surrounded by members who share that belief in the herd, so they are unlikely to change that viewpoint for small reasons.)
          [b]What part of the Code do they not follow or believe in?[/b]

          Female Only:
          [b]How does she judge who is and who is not worthy of Valhalla?[/b] (Strength, kindness, etc. What kind of soquili are particularly susceptible? In addition, what is she actively against when choosing candidates?)
          [b]How does she kill?[/b] (Is it sweet and simple? Is a ritual involved? If she does not kill subtly, how does she go about it?)
          [b]How does she deal with the backlash?[/b] (It's common knowledge that most do not appreciate being killed, even if it's to send the individual to a utopian afterlife. How does she ensure she won't be harassed by the candidate's friends and loved ones?)
          [b]Is she tainted in any way?[/b] (Accidentally made the wrong kill and couldn't rectify it or regretted a kill after it was made.)

          [size=18]The Herd[/size]
          [b]What were their thoughts upon leaving?[/b] (Were they glad? Did they wish they could have stayed? What do they intend to do now that they are no longer part of the herd? For females, or males that left before adulthood, why did they leave?)
          [b]How often do they come back to visit?[/b] (Rarely; during festivals; etc.)
          [b]What were their thoughts about the education they received?[/b] (Do they feel it helped them prepare them for life outside of the herd? If they had a choice, what would they have liked to include in the education requirements, if anything?)
          [b]How closely do they follow the culture? If there are discrepancies, please describe them.[/b]


      The Forsaken
          [quote="Ryuukishin"][/quote]

          [size=18]THE SOQUILI[/size]
          [b]Name:[/b]
          [img]CERT[/img]

          [b]Rank:[/b] The Forsaken
          [b]Age:[/b] (Feel free to be generic, such as young adult, middle-aged, etc.)

          [b]Personality:[/b]

          [b]How did they initially join the herd?[/b] (Born; adopted by the herd as a basket/very young child; Edda made a female a member. If the last option, describe how your character was able to acclimate to the culture; note, though, that she is unlikely to be accepted. For all options, feel free to add upon it; e.g. how and why did the herd adopt.)

          [b]History:[/b]

          [b]Why did they drop their valkyrie title?[/b]



      Quitting
          Quitting is an OOC affair; your character is pulled from the herd, as if they were never listed in the first place. (If you would like your valkyrie to drop her title IC, please see the Rank Change section below.) You may quit at any time, no questions asked. However, we have two requests:

          • If your character has plotted or roleplayed with anyone as a valkyrie, please allow the other owners to keep that interaction if they wish. IC, your character can be turned into an NPC and some details may be modified (for instance, if the plot involved extremely specific details about your character and it would be implausible for another individual to have those same details, it would be changed so as not to overlap with your character), but otherwise the stories would be able to stay the same.
          • If your character has descendents that have inherited the valkyrie title from her, and they intend to remain members after you have quit, please work with us to come up with an IC explanation for that. Like above, it would be possible for the children to have had an NPC valkyrie mother; however, according to official shop rules, they would still have access to your character's bloodline to use as throwbacks for breedings. An alternate idea is that your character abandoned or gave up her children to be adopted.

          It is entirely your jurisdiction on whether to follow these requests or not; however, we would heavily prefer it.


          [quote="Ryuukishin"][/quote]

          [size=18]Quitting[/size]

          [b]Name:[/b]
          [b]Rank:[/b]

          [b]Original Application:[/b] [url=][ X ][/url]

          [b]Are you willing to accommodate those who have plotted with you in the past?[/b] (For instance, allow an NPC version of your character, work with individuals to close off plots cleanly, or something else.)
          [b]Does your valkyrie have descendants that intend to remain part of the herd?[/b] (If yes, are you willing to accommodate them? For instance, allow an NPC version of your character; plot with me and their owners to come up with an alternate explanation for how they joined the herd, such as adoption; or something else.)



      Rank Change
          A valkyrie may change her rank at any time, and move freely between the member, practitioner, and defector ranks, so long as an IC reason is provided. For the other ranks:

          • No one may apply for the rank of Edda.
          • If you want to apply for the rank of adviser or overseer, please use the second form.
          • The forsaken may not change rank. You may use the Quitting form and then reapply with the character, but this option would effectively wipe out her history with the herd.

          [quote="Ryuukishin"][/quote]

          [size=18]Rank Change[/size]

          [b]Name:[/b]
          [b]Current Rank:[/b]
          [b]New Rank:[/b]

          [b]Original Application:[/b] [url=][ X ][/url]

          [b]Why did they change ranks?[/b]
          [b]How does the change affect them?[/b] (Look at your original joining application and explain what changed. For instance, are they less likely to visit the herd? More likely?)


      Edda's Advisers or Overseers
          Only soquili that have been members for at least three months OOC may apply to be an adviser or overseer.

          [quote="Ryuukishin"][/quote]

          [size=18]Rank Change[/size]

          [b]Name:[/b]
          [b]Current Rank:[/b]
          [b]New Rank:[/b] Adviser or Overseer (If overseer, please specify what role they oversee.)

          [b]Original Application:[/b] [url=][ X ][/url]

          [b]How is she suited for the new rank?[/b]

          [b]If adviser, why was she chosen?[/b] (May be the same answer as above; however, the council may not know her entire personality or history to the extent that she does.)

          [b]How would she be changed if she received the new rank?[/b] (E.g. More responsible personality?)



      Descendents
          If your valkyrie has children – whether it be by breeding, wishing star, or adoption – and you intend for them to be raised by the Code and potentially inherit the title, please keep us updated by posting the form below! Owners of the descendants should be given a link to this thread, and while it is preferred that they post a separate Joining form, it is not required.

          [quote="Ryuukishin"][/quote]

          [size=18]Descendants[/size]

          [b]Name:[/b]
          [b]Rank:[/b]

          [b]Descendents via:[/b] Breeding/Wishing Star/Adoption/Etc.

          (Please copy and paste the form below for every child.)
          [b]Descendent's Name:[/b]
          [b]Descendent's Owner:[/b]
          [b]Descendent's Rank:[/b]
PostPosted: Fri Feb 20, 2015 12:12 am


Reserved

Ryuukishin

Man-Hungry Fatcat


Ryuukishin

Man-Hungry Fatcat

PostPosted: Fri Feb 20, 2015 12:13 am


Reserved
PostPosted: Fri Feb 20, 2015 12:14 am


Reserved

Ryuukishin

Man-Hungry Fatcat


Ryuukishin

Man-Hungry Fatcat

PostPosted: Fri Feb 20, 2015 12:15 am


Reserved
Reply
Herds

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