7/11/18 -- CURRENTLY TAKING ROLL CALL: I need to know who's actually still active in the flock so I can actually help people coordinate RP/plotting within the Flock.
If you can fill out the following form for any members you may have.
[img]Certofpony[/img] [b]Name:[/b] [b]biosex:[/b]
[b]Role:[/b] [b]Any Recent updates?:[/b]
2/21/18 -- Hey you there! Yeah, YOU! Are you lacking in glorious feathery ponies? Are you interested in the Flock? Would you like a lovely lady in the Flock, but have none because you're just a poor regular down on your luck? Well then, have I got the contest for YOU! Come on down to Whistle While You Dance, where even a sucker like you can win a feathery Flock lady of their very own!
Disclaimer: Your individual win is not guaranteed. There is only a single basket to be flung at high velocity speeds at a single winner. But hey, you could still be that winner! https://www.gaiaonline.com/guilds/viewtopic.php?t=25229825
1/30/18 -- BEHOLD THE FLOCK THREAD IS REBORN! Praise be to the Great spirit mother and the Sacred Trio!
Rules: Read them before posting! First and foremost, please do not join simply to gain access to genetics and then leave with them without a proper plot behind it first -- doppelbreedings meanwhile are fine.. On the other hand, its not like I do not wish to see breeding plots. Actually, breedings are good since it'll help expand the Flock, but please put a certain amount of thinking/plotting into the events that lead up to the breeding! (Aka: PLEASE do not breed then leave with the baskets - I swear we can be fun to RP with and plot around, and its not like its HOMG HORROR for guys either there are tons of things they could do its just limited to within the borders of the flock) With the new rules about Cousins being able to breed, we request that you attempt to limit inbreeding to those three generations or more down from the generation where they split (Example: One ponies Great Grandaunt is the Great Grandmother of their breeding partner: Seen Here) UNLESS They do not canonly know their shared ancestor (example: Their fathers are brothers that got captured at separate times with one escaping before the other is captured or a cousin born outside of the flock is captured/joins and they don't know they're related when they breed: Seen here) OR If one (or more) of the two are from a Spirit Breeding or a Breeding that had spirit children appear from it with it (such as kids where there are over 6 Basket mates in the breeding.), as Spirit given breedings are seen as having spirit-blood involved in it, making them "Genetically" more distantly related from any of their cousins than ANY amount of distance could give, as they were created from spirit stuff. Please remember the customs/practices of the Flock! Do not suggest something that goes against it unless you are gunning for "special" individuals. If you have a plot that will affect the whole Flock and not just individuals, please do post it so that everyone will be in the know! I do not want 'surprise attacks' on the Flock! I do not wish for anyone to end up dead except for maybe NPCs. However, even that has to be cleared up with herd owners/managers (Mindsend or Dragain) first. Injuries are fine, but permanent injuries like blindness, or damage that could cripple a member of the Flock will have to be cleared with those involve first! MALES ARE NOT RAPED, ABUSED, TORTURED, OR ANYTHING OF THE SORT. And they are NOT CHATTEL Male's however lack certain freedoms, and cannot venture anywhere outside of Male Safezones/The Gender Neutral areas such as Artisan guild, farmlands, Whistler Stallion Territory etc without an escort. The Escort however can be mentioned as an NPC who's simply nearby and 'within sight' or hearing distance but not interacting if you want them to be doing something outside of these areas with a new member. If the mare you are meeting is not a member of the flock, he will be called closer to the guard and forbidden to talk to her UNLESS the Guard is an actual Non-NPC member wishing to discuss with her and she gives him permission to talk to the outsider. Only Flockborn males are allowed to leave the Flock Territories with Flockborn mares, and even then cannot venture past the Red Territories without express permission from the Queen, Oracle ( in person or from her through The Voice of the Oracle), or one of the two Commanders. (Non-Flockborn can be and are regularly escorted throughout the Blue Territories) NEW! The Flock's Current queen Aviania does NOT want alliances with any herd not The Flock Related. That means, currently, there is only "The Flock" and the temple territory in the Ancestral lands where Aylin and a small handful of NPC/Priestess player characters spend some time at as a small subherd outside of the territories. Any trade with other herds by individuals must be handled in secret.
[Please do not approach the Flock Proper in hopes of an alliance, as they will not currently accept other herds as friends or even worth dealing with beyond polite avoidance of conflict and not poaching stallions from other herds territories (though any stallion encroaching into flock territory is free game)
YOU DO NOT HAVE TO BE A HIPPOGRYPH, A MUTANT HIPPOGRYPH, OR BORN TO THE FLOCK TO JOIN. The Flock accepts all types (Excluding those in the rule below), and mares that join the flock that are not hippogryphs but prove themselves loyal sisters in arms are honorarily given the name of Harpy, and captured males that prove loyal and well behaved to the flock are dubbed "Harpy-hearted". Anyone born to the flock, Regardless of breed, is also considered a Harpy (excluding familiars, who are instead considered "Honorary Harpies") NEW!: It keeps coming up and being answered and for a long time never officially put here, but the Following 'breeds' cannot officially be Flock Members.
Skinwalkers: Uncharmed Skinwalkers are the enemy of the Flock, and are hunted. They are Loathed and will NEVER be captured as stallions for breeding.
Those BORN of Skinwalkers (But are not skinwalkers themselves) from the female being overpowered by a stallion, or even the offspring of a skinwalker female from a forced stallion are seen as "cursedhunts" if they are not violent towards the flock, and are put into a subherd within the Flock and given special training in hunting Skinwalkers. Sons born to skinwalkers, if they are not aggressive towards the flock, are raised almost like priests within this subherd to try and keep the Masculine Energy of the Skinwalker spirits from overpowering their group, and to act as root fathers for producing more cursedhunts from voluntary non-cursedhunters. All children from those of Skinwalker Decent are Cursedhunters, and they have their own private area within the Flock territory, with their own 'safezone' with their own males. The males were isolated from the rest of the flock and live mostly with their own family/subherd and any mares that venture into the territory in old times, but now may be allowed to be brought to the Artisian guild with the others to learn other skills. If your outsider male/female comes from a bloodline where one parent was cursed before giving birth to them, if they tell anyone this is where they will go, so just keep it a secret if you don't want to be caught in the subherd.
Charmed Skinwalkers are a relatively new thing, and the flock being isolationist have not yet learned about the fact that skinwalkers can be cured, so currently they are not allowed and would be hunted, though there are plans involved for a skinwalker with an adoptive angeni father to be encountered to trigger a change in it. When this happens, Charmed walkers will be chased away, but they will steal Uncharmed purewalker baskets to charm the foals and add to the ranks of the Cursedhunt, and some non-hippogryph mares and some volunteer familiars (Who are either chronically ill or elderly) may voluntarily get cursed to help hunt the uncharmed and the charmed who are still evil.
Minis: The current Queen Aviania see's Miniatures as a waste of resources and an annoyance, and culturally they are seen as unnatural (Some of the more superstitious harpies believe they are able to pass on their 'curse of the small' onto their unborn children or bring disease). This may change in the distant future with a different ruler and isn't because any owners with members in the flock dislike mini's. (in fact, most of them own and/or love Mini's themselves, but it is the characters themselves with the dislike of them.)
Mers: While allowed within the territory since there is little they can do about it otherwise, and Kelpi members of the flock are allowed to capture them, they are not seen as members of the herd and will not be guarded by mares, meaning kelpi would have to keep track of them themselves. Any Daughters born to a kelpi member as a Mer wouldn't be accepted as a full member but tollerated for their mother's sake. They wouldn't be given breeding rights with any kelpi stallion captured by a Flock member, though any kelpi stallions they capture will be held onto for them and any Kelpi children they have would be considered flockborn and raised as Flock members. They do allow Flockborn Mer's, despite being not true members of the flock, to trade with them, but not Outsider Mers.
Note about familiars Familiars are both accepted members yet not limited by flock rules -- they can come and go as they please (as long as they are under a certain size: Non-Flock Bison are requested to remain outside of their private territory much like soquili due to their size and ability to do damage). Male Familiars are given free reign to travel unless bonded to a Flock Male, and Females are welcome to have families outside of the flock. Some familiars follow flock culture and actively choose to join as an honorary Harpy, others simply live alongside them using them for protection.
If your soquili runs away from the flock or abandons it, they are not allowed to return until four in-universe years pass, and are treated as outsiders who joined rather than new members (So flockborn males lose flockborn male rights, females need to prove themselves loyal to be considered harpies once more). Those who were exiled or were outsider born mares that left because of violent altercation started by them between them and another member of the flock are not even considered for forgiveness and re-acceptance for an in year decade, and are put on trial to see if they would be taken back in.
Although this is a Harpy Flock/Herd, I would love for any worthy females to join. Perhaps you were attracted here by the colorful plumage and entrancing dances? Either way, all females who wish to join will need to meet up with the Queen, Oracle, or The Voice of the Oracle first, and she'll see if you're worthy to know the secrets of the Flock! Won't be a long rp: mostly about a page and can be done on Discord If you have no time to RP but wish to join, I can make an exception as well!
If you're a male and wish to be a slave for whatever reason, we'll need to RP that out as well. xD Perhaps you accidentally crossed paths with the Flock while they were looking for a new home and was overpowered? Either way, you can plot your escape, but if you succeed, they'll kill you on sight if they ever see you again, so be warned!
Please note that once you join, its a commitment. It means you understand that if you're a male, there are restrictions, and if you're a female, you have a Queen and Commanders to deal/put up with. You can't leave a month later after joining... If you leave, there must be a valid IC reason!
Form for joining: Female
[align=center][b]Hey sister, go sister, soul sister, flow sister~[/b][/align] [b]Name:[/b] [b]Soquili's name & cert:[/b] [url=http://]Name[/url] [b]Reason for joining:[/b] [b]IC reason for joining:[/b] [b]Desired rank and reason:[/b] [b]Discord?:[/b] [b]Do you acknowledge that you understand the Flock's practices?:[/b]
Form for joining: Captured Male
[align=center][b]You see these shackles, baby, I'm your slave.[/b][/align] [b]Name:[/b] [b]Soquili's name & cert:[/b] [url=http://]Name[/url] [b]Reason for joining:[/b] [b]How did he end up being captured?:[/b] [b]Will you be escaping later? If yes, how?:[/b] [b]Discord?:[/b] [b]Do you acknowledge that you understand the Flock's practices?:[/b]
Form for joining: Flockborn Male
[align=center][b]~*I'm in the right place baby I was born this way*~[/b][/align]
[b]Name:[/b] [b]Soquili's name & cert:[/b] [url=http://]Name[/url] [b]Short personality description:[/b] [b]OOC Reason for joining:[/b] [b]Will he be staying with the flock?:[/b]
b]Discord?:[/b] [b]Do you acknowledge that you understand the Flock's practices?:[/b]
Posted: Tue Jan 30, 2018 8:32 am
Unofficial map by Mindsend <3 Click image for details
The Flock Although never heard of for generations in the Kawani lands, the Soquilis who pride themselves to be 'Harpies' recently fled their homeland deep in the mountains, where they had been undisturbed for centuries, due to nature disasters and a lack of food. Led by their strict Queen Aviania and her two commanders, Zahraa' and Celeano, the flock arrived at the open plains of Kawani. However, the Harpies were unsettled at the open spaces, used to the more enclosed spaces of their mountain home, and decided to continue moving.
Eventually, they made they way to a river and after crossing it, decided to make the forest borders their home... However, they soon realized that the place was already occupied by an existing herd. In an attempt to preserve their already small numbers, the Queen led the Flock toward the mountains, moving East in an attempt to find an unoccupied plot of land to call home. Eventually, they were led by the Spirits to where a river runs through the plains into the forest and made that their new home, nesting in the mountains behind while hunting in the forest.
Unknown to the land's current occupants, their peaceful forest will never be the same again...
Harpy Lore
Two worlds: A Forbidden Love The Harpies believe themselves to have started out as the forbidden offspring of an Angeni mare, the guardian of Birds of Prey, and a Grounded stallion. The mare, after falling in love with a regular Soquili stallion, appeared as a Wind, hiding the extra pairs of wings on his back, head and feet, to try to get him to love her back. However, when the Great Spirits realized that one of their heavenly guardians had abandoned her duties to be with this stallion, they cursed her offspring without her knowing. As time passed, the stallion did eventually fall for who he thought was a simple Wind and the two mated...
When the foals where finally born, the new parents got a shock - the resulting offspring had terrible claws where their hoofs should be, pupil-less eyes and feathers where their mane and tail should be. In a cruel twist of fate, despite the mother possessing 2 pairs of wings on her back and being the guardian of Birds of Prey, the children were wingless. The only thing they inherited from their mother is their outward grace and beauty. The father fled out of fright at the 'monsters' he helped create, leaving the Angeni and children alone. Although heart-broken, the Angeni brought up her children as a self-inflicted punishment and out of love, teaching them to hunt like the Birds of Prey she had looked after for centuries while teaching them to forage for vegetation like most Soquilis...
Harpy Practices
Totem: Symbols of the flock While the Flock has no Totempole in the sense that most soquili see it as, their territory is identified by the border of trees, scratched free of bark regularly with runic designs, the writing of the flock, etched and stained into the wood of a living tree, dominated with the eye-like mark of The Great Mother.
Beliefs: Great Spirit Mother and the Sacred Trio All Harpies - in fact, most of Kawani's residents - know of the Great Spirit. These are spirits of the deceased, and in Harpy lore, these spirits were the ones who caused their birth. Thus, the Great Spirit is said to be all-powerful and should be respected. As Angeni are almost immortal, many Harpies also believe that the Angeni who had given birth to the first Harpies is still alive and looking after them, generations later. She is referred to as the 'Great Mother', 'the Great Spirit', or and when in danger, she is the one many Harpies will seek.
The Sacred Trio are the three mares born to the Great Spirit Mother and together with their mother founded the Flock, ascended like the sacred Mother into deities, and often thought of as always by their mother's side, protecting the Flock alongside her.
The Glyph representing The Great Mother and the Sacred Trio looks like an eye -- the watchful eye, each element of it drawn with three marks (Three upper 'lashes', three lower lashes, upper eyelid lower eyelid and pupil -- and three separate elements to make the symbol - The eye, its upper lashes and lower lashes). The numbers three and four an incredibly sacred number for the Flock - The Three Sacred Sisters, three claws per foot, a full breeding tends to be three baskets, traditionally mares bred a minimum of three times. Four legs, The Sacred Four (Great Mother and the three daughters), Spirit-Elders (Those changed to the Elder template) typically having four offspring per breeding.
Nests: A home above ground
Traditionally, harpies make nests along the rock walls of the mountain using mud and whatever dried vegetation they could find. However, due to land constrains, some Harpies will have to make their nests on top of trees, between the understory and canopy, sometimes lower or higher depending on the height of the tree. It is usually at a height where the Harpy can quickly reach the ground in a single leap - this helps to prevent injuries as well as allow her to be ready for an emergency at all times. Each tree should only have one nest, but if there are no other suitable trees, each tree should have a maximum of two nests!
The nest is also usually decorated with trophies from both captured males (read: Trophies) and fallen foes - feathers, hair and even the occasional skull are just some of the things they love to hang from or keep in their nest. During All Hallow's Eve, Harpies who have treats to hand out to children will hang a fruit from their nest.
However, as they settle into the new territory and adopt things learned from the cultures beyond the flock and develop bonds with Familiars. while traditional nests remain this way, some nests may be rounded wooden frames with a thick pillow inside of tents, twisted structures of wood built up to create artificial trees with roofs (see "human nests" on Google!) , or large reed bowl-like beds. Platforms are built among the trees, using many of the massive giants as supportive beams along with artificial ones created by felled trees from beyond the Flock territories, creating communal places for nests and paths in trees for those traveling through them in the heart of the flock making travel safer for the arboreal breeds. Earthen huts, Leather tents, and caves have joined in, creating shelters where there once were none and allowing more shelter for members without claws or paws of their own.
PS. Tree based Nests are for those with four sets of birdclaws (or cat paws/any other sort of feet that allow for tree climbing). Any other species will probably have to make do with sleeping under the trees, or enlisting the help of some sisters to build a nest or tent on the ground, and have a nest woven for them to sleep in within it. Communal shelters are most common, with screens or tents made to separate individual space.
Sisters: Not in blood, but in sweat and tears Harpies refer to each other as sisters, and even if two Harpies hate each other, they will not deny each other the title of 'sister' at least. As they do not trust males, they only have each other to rely on when the need arises... Although most Harpies are not trained for combat like the Guards are, all females had gone through some classes on self-defense as children and are able to hold their ground to some extend.
Mating: A one-way, one-day affair Just like the father had left in Harpy lore, the Harpies do not believe in lifemating. Males are treated as nothing more than a means for reproduction, and are sometimes referred to as lowly pets. Females are taught from young to choose the strongest/best mating partner rather than choose out of love. having said that, it is not uncommon for several females to share a mating partner. However, as rare as it is, there are females of the flock who falls in love with their mating partner and decide on - gasp - monogamy. Most probably, that female will be treated as an abomination by the rest of her sisters.
Trophies: How many do you have? Upon bringing home a new male, females are expected to bring their capture to see the Queen, or if she's out, one of the higher ups - the Commanders or Oracles, although one of our Oracles is a long distance away! The higher-up will inspect the male for any injuries before she starts a ritual to congratulate the sister for her capture. This ritual involves clipping the wings of the stallion if he has feathered wings, or clipping a lock of hair from the stallion's mane or tail if he does not have feathered wings, or if he's bald and grounded, something he possesses will be taken from him -- often times something is symbolically made to represent them and then a small cut adds their blood to the item. After that, the item from the male will be given to the female(s) who were involved in capturing the male. It then can be used as a decoration for the nests.
Dancing: More than meets the eye Harpies are naturally good dancers - in fact, their dance is said to be enchantingly beautiful. They love to dance more than anything and they dance for many different occasions... They will even dance when there's no occasion! Dancing, to them, is a form of personal expression and can be done anywhere and anytime. In fact, dancing is so important that the first class most females take as children will be a dancing class, learning the steps to dances of festivals is a vital part of being a Harpy.
Safe Zone - Where the males get a bit of respite Situated near the Queen's nest, this is one area where the Queen oversees personally - say something about escaping and you'll be tomorrow's dinner. Thus, having said that, its not really a safe zone in the sense that if a male escapes to that area, it doesn't mean that he'll be safe. This 'safe zone' is just like Daycare - a busy female may leave her current favorite toy/mating partner/slave in it and the Queen will protect him for her. When in the safe zone, males can have some 'man time' together and do not have to worry about being dragged away by a random female to do the unmentionables! But remember, the Queen is watching you... -Additional: this is where the Trading post for the Artisan guild is located
NEW!Artisan Guild - Where skill trumps all The Artisan guild territory is a location within the Flock where any well behaved member of the flock, including familiars, can learn skills within the many sub-guilds within the territory, and take up a profession and intermingle regardless of Gender. It was organized by a small group of young flockborn males as an experiment to reduce the wanderlust of stallions and give a place for mares who, personality wise, would have likely been artisans in the Ancestral Territory within the valley's of the Western Mountain Range, and has since blossomed into a common meeting place and male and female work respectfully side by side, while still showing respect towards their gender roles, but still having one learn a skill from an older stallion. Some mares even allow fathers or other somewhat trusted males teach their sons a trade skill. The Guild is where most luxury items and tools/weapons/armor comes from.
Harpy Festivals
Harvest's Victory: First weekend of every season For the whole weekend, there will be no hunting and no foraging although the guards will have to resume their patrol as per normal due to security issues. During the day, they will eat and have fun in the day. When night comes, they will set up a bonfire in the middle of their territory and everyone will dance around it late into the night. Although males are not allowed to join in uninvited, if a female is kind enough, they will invite a male to dance with her - of course, dance badly and you might get Snubbed any ladies watching!
Dance Festival: Tenth day of Spring As if dancing during festivals is not enough, Harpies also dedicated a day just for dancing. However, it is not so much a festival as a competition. The Queen will be the only judge and just on that day, on the dance floor, every sister is equal no matter the rank. The winner will receive a crown of flowers made by the Queen herself.
All Hallow's Eve: Last day of Autumn Despite their long lifespans, like all living things, sisters of the Flock will one day join the Great Spirit - some might have died a natural death while others might have died out on the field. Either way, All Hallow's Eve is a day whereby sisters remember and pay their respects to their fallen comrades. For the whole day, no meat is to be consumed by anyone in the Flock. However, for the female children of the Flock, this day is when they dress up in whatever materials they manage to get their claws/hoofs on and go trick or treating with their mother or nanny by going nest to nest. Take note though - not all Harpies appreciate being disturbed at night! Only nests with fruits hanging from should be approached!
Jubilee Call: Last day of Winter This day was rumored to be the day the Angeni left her children, the first Harpies, and went back to her heavenly home. Everyone would gather together in a clearing outside of their territory as the sun is setting and set up a bonfire. By the time the moon appears in the sky, the bonfire would be done and dancing would commence. Harpies are encouraged to sing their thanks to the Great Mother for a good year.
The flock had always been led by a single Queen and her two Commanders. Although most Harpies are aggressive, they are loyal (enough) to each other and their leaders, especially in times of need.
The Leaders: Named roles
Queen: Currently held by Aviania (owned by Dragain but treated as an NPC) Respected by most of the flock, the Queen holds a considerably large amount of power and is always either the strongest and/or wisest of the flock, but is almost always an Elder (look below). Although not always, it is not uncommon for the Queen to have a trait/skill a majority of the flock do not have, such as an immunity to poisons. The Queen is also the Spiritual leader of the Flock. As an Elder, she had been through a lot in her life, and had been named worthy to hold such a title. When the Queen grows old and retire or dies prematurely, one of her Commanders will take over as Queen, decided by the rest of the flock when the time comes.
Directly under the Queen
Commanders: Currently held by Zahraa' (Beejoux) and Celaeno (Leez0r) The right and left hoofs of the Queen, the Commanders are to be feared and are accountable to the Queen herself. They are also known as 'Protectors'. They have the power to make minor decisions by themselves without first consulting the Queen, and even have the power to carry out corporal punishment with good reason. They are the heiresses of the throne, but only one can make it. In ancient times, once a Commander grows old/dies prematurely, she will be replaced by a suitable female who can beat the retiring Commander in combat or in the scenario where both Commanders are dead or unable to fight, the Queen would pick.
Now, the wisest, strongest, and fiercest of the mares are chosen to be commanders by the Queen, the Oracle, and a small council of mares chosen at random from the flock population.
Zahraa' is more lenient and open minded, while Celaeno is more strict and traditionalist.
The Oracle: Currently held by Aylin (owned by Mindsend) The spiritual leader of the flock and of the Queen, the Oracle is accountable to the Queen herself and are the head spiritual leader of the flock, second in command to yet in other ways Equal to the Queen. Gifted mares that are trained to eventually take the place or assist The Oracle are called Seers or Oracle Acolytes.
Directly under the Oracle
The Voice of the Oracle: Currently held by Laveda (owned by Mindsend) With the isolated nature of the Oracle, one of the Seers/Oracle Acolytes that the Oracle feels has great potential is chosen directly to act as 'her voice' while she is away. While The Voice is incapable of making major decisions that change the way of the flock, she fills the position doing more time consuming jobs such as blessing offspring, giving advice to lower ranked flock members, leading rituals and festivals the oracle is unable to attend (or chooses to observe and guide beside the Voice, and attending meetings with other spiritual leaders in order to get more intensive training and test to see how they respond to the pressure. They also must report the state of the flock to the Oracle, acting as her eyes as well as her voice when away, relaying messages from the Oracle and following her instructions. The position is high stress with the responsibility coupled with their continued and difficult training as an acolyte, made to test and temper those with the gift who hold potential to insure that, when in times of great strife, they will be able to hold the burden.
The Hallowed Mother: Currently held by Wiyala (owned by Mindsend) Leader of the Sacred Daughters, master of Midwives, fertility magic, the rights of adulthood, and everything under the purview of the Sacred Mothers.
Directly under the Hallowed Mother
Sacred Mothers: Many - Unlike the others, there is no one "head" of the Sacred Mothers set in stone, they take turns based on who's currently the least mobile to gather the info and present it to the Hallowed Mother. ~Other names: The Sacred Motherhood. Followers of the Three Daughters.~ Sacred Mothers are a sect of the priestesses and healers that focus that focus their attentions on "Fertility Magic". These mares weave breeding baskets from Sacred Spirit Reed, provide counsel for expecting and new mothers, teach young mares (and stallions) that are entering adulthood about what to expect as their bodies change, assisting with the labor and later stages of pregnancy, and create herbal remedies for encouraging, preventing, (in rare cases where a mare's life is at stake) ending pregnancy, as well as boosting the strength of children and their mothers after birth. They also play a role in most males rites of adulthood, young adult males having gone through their ceremony of adulthood, often joining the priestesses for an evening, with the Motherhood handling the clipping of bird, descaling of flutter, and piercing of leather wings to show the mark of adulthood for stallions with such features. They Also collect feathers, locks of hair, or an icon crafted to represent a stallion with neither, to tie the males spirit to the flock as the final sign of adulthood.
Another job of theirs is to train the Whistle Stallions, since the male's jobs are important for the rites of passage for most Mares, keep an eye on their activities, tend to them to insure their continued health and well being, and distribute their allowances. They often encourage popular, devoted, and/or fertile whistle stallions with bigger allowances and private rooms if any are available. The males also often act as attendants along side Acolytes
As a group, they tend to focus more attention on 'The three Sisters", the mares born from the great mother as the source of their breed, and because of this it is often believed their magic is strongest when they are still exhausted from the labors of birth, being closest to the spirits at that time, and when full with child. Because of this, the highest ranking mares are those that are the most often pregnant, and spend their time crafting baskets, the grand feathery capes and capelets of the order, and are often asked to bless other mothers in their early stages of pregnancy.
The mare must be devoted to the concept of breeding and fertility being separate from romance, and cannot Lifemate or have preferred pets. They are the 'caretakers' of the Whistle Stallions however so they are often with them, but are not restricted to them. Sometimes other types of priestesses will study under the Sacred Mothers, and a few even take it as a secondary role.
The Uniform of a fully ranked Sacred Mother is a white or cream cape of feathers (With pale colored accents or very minor darker color accents), pale gold or silver, white/pale colored accent accessories (Flowers, additional feathers, fabrics), and gemstones matching their eyecolors. Those who are high priestesses majority have some sort of headdress.
They do not have to be Hippogryphs of any sort. Any breed but Skinwalker, mini breeds, and mers are allowed.
They do not have to be flockborn or start from a young age. However Flockborn ones tend to be "high priestesses" at a much younger age, while most non-flockborn spend a longer time as Sacred Daughters.
The Shadowed One/The Cloaked Cursehunt/The Nameless Mare/The Walkersbane: Currently an NPC to be owned by Mindsend The "Fourth Talon" of the Flock, an Equal to the Queen, Oracle and Hallowed Mother, The leader of the Cursedhunts, a subherd within the flock of Walker-sired or bared mares or of known Walker decent, this mare is in Charge of making sure the flock is safe from the dark spirits surrounding walkers and takes the leadership role in all matters involving walkers, and is the final say of allowing those not of walker descent into learning the rituals of the cursedhunt and join their ranks as a chosen rather than 'cursed'. The leader of the Cursedhunts must always wear a hooded cloak in public woven from fabric that shadows what is under it so even in light their features are obscured, and even when the cloak is removed, they wear the skull of a skinwalker on their face. They are rarely seen outside of the cursedhunt territory, which is on the outskirts of Flock Civilization, and can cause a wave of chilled awe and creeping terror when spotted in the Flocks Heart, as it means something sinister is threatening the Flock. Outside of her full uniform, no one even knows who she is.
Directly under The Walkersbane
Prime Cursehunts: Currently held by Valkyrie (Played by Roniel) and _____ (Reserved for Malis Vitterfolk)
Much like the Commanders under the Queen, the Prime Cursedhunts are those directly under the Leader of the Cursedhunt
Special Mentions:Kamunyak The one of the four head guards of the flock is not a Cursedhunt by blood: however, the petite mare has instinctively done cleansing rituals on walker remains on her own in total isolation, and has the driven tenacity and single minded drive in hunting down Walkers and using ritual in her kills that is usually seen as a Cursedhunt Trait, and was granted Honorary Cursedhunt status by The Walkersbane. Being One of the Head Guards makes her inclusion into the fold of note, and while ineligible to ever become The Walkersbane's replacement due to her blood, she is considered to be equal of status to the Prime Cursedhunts.
Head Guards: Currently held by Kamunyak & AA (for Zahraa') and BB & CC (for Celaeno) Also directly under the command of the two Commanders, there are two Head Guards, one for each Commander and are accountable to the Commanders. These Head Guards coordinate the patrol of the guards along the rivers as well as the territory border of the forest. It is not an easy job, as although the Flock's territory is not big, it is not small either. Once a Head Guard grows old and retires/dies prematurely, she will be replaced by a suitable guard who is able to defeat the retiring/remaining Head Guard in combat or in the scenario where both Head Guards are dead or unable to fight, the Queen would pick, but now they are chosen by the Queen, Commanders, the retiring head guard, and the rest of the guards.
Head Huntresses: Currently held by Vanrui, DD, EE, & FF Directly under the command of the two Commanders, the Head Huntresses lead the flock's Huntresses on daily hunts, deep into the forest, and is accountable to the Commanders. Harpies hunt very much like Lionesses... Thus, it requires certain leadership skills, as killing and dragging a large prey back by coordinating the movements of the hunting party is never easy. Once a Head Huntress grows old and retires/dies prematurely, she will be replaced by a suitable huntress who is voted up by the rest of the huntresses. In the scenario where the huntresses can't make up their minds, a small tournament or challenge is set up to help the the Queen will decide the winner best option. This is often decided not just by amount of games won or who solved the challenge fastest, but their behavior and personality during it. The Heads are the ones who keep track of the rest of the activities of the other foragers and will help tally the intake of the flock, the distribution, and track the general health and management of their territory to keep from over hunting.
Head Foragers: Currently held by GG, HH, II, & JJ Directly under the command of the two Commanders, the Head Foragers often bring the foragers to deep into the forest in search for fruits, nuts and other edible plant parts to bring home to the Flock and are accountable to the Commanders. They normally travel in the opposite direction to where the Huntresses are hunting, so as not to distract them from hunting. Once a Head Forager grows old and retires/dies prematurely, she will be replaced by a suitable forager who is voted up by the rest of the Foragers. In the scenario where the Foragers can't make up their minds, the Queen will pick. The Heads are the ones who keep track of the rest of the activities of the other foragers and will help tally the intake of the flock, the distribution, and track the general health and management of their territory to keep from over harvesting.
Head Priestesses While the Flock has one specific religion, there are many secondary belief systems or ways of worship. All of them are under the Oracle, and depending on her level of training, The Voice of the Oracle.
The Members: Everyone counts
Elders: Anyone who ICly had been in the herd all their life and is over 75 years old (100 years is Harpy average, they retire at 85) Having led a long life, most are retired from their jobs and spend their days being mentors to the younger members of the Flock. Despite their age, most are still as strong, if not stronger, than the younger members of the Flock. As it stands, experience is golden, and it pays to learn from the Elders of the Flock... Who knows what you might pick up?
Guards: Those under the Head Guards Alertness, strength and cunning are just some of the skills that are valuable to a guard. Patrolling the border is no easy task - allowing just one dangerous Soquili to enter the Flock territories under your watch, and it might mean certain death for a poor Harpy... For your negligence, you might even be punished by one of the leaders! This is an important job that is not to be taken lightly, for you are the Flock's first line of defense.
Huntresses: Those under the Head Huntress Agility, strength and the ability to follow orders are important when you're part of a large hunting party led by a single Harpy. The Flock is relying on your hunting party for food, as the protein from your prey will help supply the Flock with valuable energy. A lot of the children of the Flock probably looks up to huntresses for being the main provider of food. Even during winter, when prey is scarce, a hunting group might spend weeks out in the forest just to catch a single prey.
Foragers: Those under the Head Forager A good sense of sight and smell will be an advantage when it comes to foraging for food, especially during Autumn and Winter, when many plants wilt away. It takes good eyes to spot a berry bush with berries still attached or a winter berry bush during Winter, when plants are covered in snow. It also takes a good nose to sniff out small, edible plants and fungi hidden under piles of fallen leaves in Autumn. Carrying baskets full of food back is also a challenge, especially if you have to cross the river and risk the food getting wet...
Nannies: Getting the young ones ready Although most Harpies are not the motherly type, there are some who would rather spend their time with children, caring for them and teaching them about the world. Although it might sound like what an Elder would do, a nanny goes beyond that - if it comes down to it, they might have to protect the children they had been entrusted with, with their own lives to preserve the next generation. Nannies tend to manage the first year foals, thus are the main educators of Mixed-Gendered classes, and teach the basics all foals, regardless of Sex or Gender, will need, as well as help find out their interests and talents to help guide them toward their two years, as well keep an eye out for Otherspirited foals to insure they get the proper education.
Teachers: For foals Two and Three of age After the nannies have passed on the knowledge all foals need, the foals are split based on gender, and are given more specialized training and education based on their interests and talents, as well as things expected of their gender. Mares are all taught at least basic combat skills, hunting, foraging, and how to "Rescue" stallions from the outside world, and Stallions are taught etiquette, the concept of consent, and basic self defense. Both are exposed to many various skills as well as the rich history and lore of the Flock. As they reach the last six months of their third year, some sacred Mothers begin to join the teachers for that season's foals, and begins their education of what to expect from their changing bodies, courtship, etc until they reach adulthood.
note about classes
Both Nannies and Teachers deal with groups of foals called Classes.
Classes are decided by "season" (The season in which they were born) and most classes max out at 11-13 foals, and each nanny has at least one assistant if not two, and they often get playtime with kids of different seasons of the same year.
For seasons that are unusually high numbers of kids (Such as the Avalyn x Lalita Spirit Bomb of over 60 offspring) and there aren't enough Nannies or assistants to help out, Whistlers and Sacred Daughters and Sacred Mothers are requested to assist, and the seasons split into more manageable numbers of 11-20, and if the boom is because of one particular family, the kids are split up to mingle with other families foals, and switch up who of their season they are in class with to keep them socialized and make connections with people outside of their family in their same age group, and that years playtime is scheduled carefully to allow the foals to meet everyone of their same year.
Scouts: Those under the Head Guards (if tracking their neighbors) or Head Huntress (if scouting game) or Forager (if scouting food or materials) Some mares wish to travel and see new sights, or are perhaps just nosy about their neighbors, and these few become scouts. Some scouts stick close to home, keeping an eye on the goings on in the outside world around flock territory, either watching their neighboring herds in secret to look for potential conflicts that could bleed into or be aimed at The Flock, others looking out for wandering herds of larger game outside of the flock controlled neutral territory, or for things that the flock does not have normally, to keep the flock's independence, such as looking out for spots open for salt harvest in the Kawani gulf or spawning saltwater fish. Those who travel further out and go to the ancestral lands keep track of the goings on between the two territories, and gather and forage well beyond the territory to pick up materials and find untapped sources that foragers can head out and collect (Such as obsidian or glowing stones or plants that cannot be grown locally), or bring back samples of plantlife to be grown locally. Depending on their specialty, or perhaps what they happened to encounter, they report back to the heads of whatever fits best what they found: Guards for information on movements, hunters on movements of herds, and foragers for plant and materials.
Sacred Daughters: Learning the ways. Also known as Sacred Mother Acolytes, Sacred Daughters Wear capelets similar to the Whistle stallions and tend to not have as many decorations, and are more often to leave uniform with other colored accents. They do much of what the Sacred Mothers do, and are part of the 'group', but are less experienced.
Some members of the Sacred Daughters lever train up to become Sacred Mothers, instead keeping themselves purposely as acolytes, acting much like female whistler stallions, sitting in as a surrogate for a mare unable to birth her own, or simply because they arent as devoted but want many children to raise as their own.
Note: Sacred Mothers/Daughters cannot have preferred pets, cannot lifemate, and are protectors of whistler stallions. While you can decide to have a breeding only OFFICIALLY 'take' with one stallion, they can't canonically only be with one stallion. They can, however, retire.
Priestesses: Looking for guidance
When an Acolyte of a sect of belief gets full training, they can be ordained as a priestess should they pass their final trial. From the priestesses, when a head Priestess retires, their replacement is found. They frequently do lesser ceremonies or assist in the higher ones. Depending on their sect, there may be different requirements of study.
Seers: Handmaidens of the Oracle.
Some Mares are gifted with the intuition, skill and sight that is necessary to become The Oracle, but as only one mare can be the Oracle,the rest become Seers.
Seers are often called upon to tell fortunes, "read" The spirits of children (And sometimes even name them should the mother choose to or something unfortunate happens to the mother), purify locations, and generally assist The Oracle. At least one Seer is always in the ancestral Temple, two if the population allows it, making the Pilgrimage to the Ancestral Lands. When the Oracle travels, They hold the temple to keep it sanctified in her absence. The ancestral temple rests Just outside of the Ancestral private territory, within the outside hunting zone, making it a neutral place that allows non-flock mares to come for advice or fortunes read on rare occasions -- an act typically handled by Seers. The Voice of the Oracle is always chosen from the Seers.
They are assisted by Acolytes.
Seers require an education in all of the religions and practices of the Flock, even if they themselves do not practice it. And, Generally, it is necessary to have an open mind, for a closed one hindered simply by tradition cannot see the way their world is flowing, but must also hold tradition sacred, and never force their own beliefs on others.
Posted: Tue Jan 30, 2018 8:35 am
Children: The new generation
What's there to explain other than the fact that all will grow out of this stage? Well, male and female children are raised separately after their first year- females will grow up learning the ways of the flock as it affects them and taught the basics of what they would need to know -- combat (Both lethal and non Lethal), hunting (including how to identify Spirit-touched creatures such as Familiars and avoid hunting them), plant identification for foraging for food, stealth and scouting, as well as what the males are taught, as well as many optional electives.
Males grow up learning that females are to be respected and held in high regard, as well as the history and lore of the flock, and many electives. Those who are good at and interested in fighting can even learn how to be guards or entertainers, but other than etiquette, rules of the flock, history and lore, males education is even heavier focused on their own interests, and could be dominated entirely by playing. It is heavily enforced that the mares are their protectors and they are to be respectful to them: and there is nobody to tell them otherwise since they will be pretty much isolated from the world otherwise unless they somehow get influenced by the outside world after growing up or their mother chooses poorly in trusting their father to aide in their upbringing outside of school.
If you're here, it means that you were born a male. As children are innocent at least, colts are above the stallions in rank - of course, once they are grown up, their rank drops below that of fillies. But that does not mean that you have no other options or that things are horrible for you. Yes, If you try to escape, you will have to face the consequences, and you cannot leave the male "Safe areas" Or gender neutral areas without a female escort, but life in the flock as an adult male isn't exactly the hellscape that outsiders may claim it to be, and many stallions, including those born beyond its borders, find the lifestyle favorable as life tends to be based on your hobbies and interests you may have.
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Whistle Stallions ~Other names: Whistlers, Preening Stallions, Strutters, Peacocks, Wiggletails~ Whistle stallions are males that take the non-profession of' 'breeder' (A title which most males can claim), to a whole different level and turn it into an actual profession. They often help with a young, newly turned adult mares first rights into adulthood, making sure it is enjoyable so they will continue to try breeding with other stallions. They're also often assigned by flock mares to show outsiders who had recently joined the flock a good time and allow them to see that stallions are not at all tormented and are often quite happy and at ease in the flock, the entirety of it true though it helps make the new mare comfortable with the idea of their children being raised in the flock, knowing their children would be happy regardless of their gender. They also will often sing, dance, have conversations with, and generally provide various entertainments for mares, sometimes entertaining whole parties with their songs and dances. They're easily accessible for quickly relieving an 'itch' for those who don't have the time or desire to actually seduce a stallion, and often are willing to, depending on the stallion and as long as it causes no physical harm, play out scenarios for the individual mare, as well as for if a mare is completely uninterested in men and simply want to 'get it over with' when they want kids. Some Whistlers also entertain stallions much like they do with mares.
Their title name comes from how they were originally requested: A Hippogryph mare would go to the edge of the save zone and call a particular Whistle, and all available stallions of their profession would head over to the mare and show off in hopes of being selected. While the whistle is still used to this day, with the inclusion of non-hippogryph members of the flock and the slightly more spread out nature of the stallions with the introduction of the artisan guild, other calls and methods have been adopted.
Whistle stallions that are 'available' and on duty wear specifically marked and colored tabard, and when they're busy with a job they put on a feather caplet of white feathers. A mare can approach the one they want, call out for a Whistle stallion, or leave some sort of artifact at a post set up specifically for whistle stallions, and return the next day to a broader selection to chose from, the available and interested stallions - Some not even Whistlers but just interested stallions that recognize the cue - waiting near the post for the job.
It's considered polite to give Whistle stallions trinkets, and the Whistlers often have a small allowance provided by the flock to use for their job, though usually they're dependent on what you have to provide when it comes to food and drink when entertaining parties. Some of them work other jobs as well in order to afford decorations in order to advertise themselves and have gifts to give to mares, though those with additional work are often a little picker and will prefer mares that provide better trinkets, tidbits, and trade items or appeal to them if they're to share their bounty beyond what is allotted to them by the flock..
Due to their exceedingly attention based profession, over all they tend to be extremely fussy and cleanly within their own areas, thus gaining them the nickname of "Preening Stallions". They often also shake their tails and rustle their tail feathers often when getting attention, so they're also sometimes called Peacocks, Strutters, and Wiggletails.
Quote:
Sacred Sire
On Rare occasions in more modern times, some Whistler stallions find themselves not only just as devoted as a Sacred Daughter in the teachings, learning about the spiritual side of the aspect and taking a role as a teacher rather than just a partner, but also learn many skills and sire many healthy offspring with a higher ratio of females, entering the highest ranks of the Whistler Stallions. From These rare few, the sacred mothers test those who seem as if they'd be capable of learning the herbal skills, rituals, and skills necessary to become a Sacred Sire, though very few ever go beyond the most basic teachings.
A Sacred Sire is the counterpart of a Sacred Mother, a stallion not only trained in the ways of the whistler stallion, but taught in the ways of helping others with any issues related to fertility with medicines, counseling, and physical therapy, assist with some fertility rituals (originally a Random whistler was chosen and anointed as a sacred sire for rituals a month in advance for these rituals, then removed from the flock so they could not tell others of it of the ritual. Now, sacred stallions are a permanent member sworn to silence), and often reserved for only The Oracle, The Queen, Oracle Eyes, priestesses, Sacred Mothers, and mares of higher authority or specially invited members, and may choose to be involved in Adulthood ceremonies. This does not mean they are not able to be with others however: they are still able to take on others, usually old favored clients or interview new hopefuls, and if they have a favored partner in the Whistlers (For those who are gay or swing both ways) they may allow their partner to join them when they are not busy and share their private room.
Note: Whistlers/Sacred Sires cannot be preferred pets, cannot canonly lifemate, and are 'protected' by the Sacred Motherhood. While you can decide to have a breeding only OFFICIALLY 'take' with one mare, they can't canonically only 'perform' for one mare. They can, however, retire.
Nannies Aide: An acting Rolemodel (Flock born males only) In a more recent development started as a small, isolated experiment by The Oracle and then put into fruition by the nannies, Flock Born stallions that are fine examples of a proper flock stallion and are good with children are frequently requested to assist in the education of foals. While mares mostly deal with sparring stallions who help them learn how to capture outsider stallions safely and the occasional Artisan, Colts constantly have a male Flockborn member assisting the nannies and giving the colts affection, acting as male role models and father figures for them. In doing so, the rate of Flock born stallions running away once they neared adulthood or if their biological fathers fled fell dramatically since they had other male models they were closer to and showed them that they didn't have to fear coming of age. The older the colt, the more interaction they have with these adult rolemodels
For most, Being a Nannies Aide is a part time job, typically taking a day out ranging from once a month to every week to spend with the kids. Some may donate more time, and some may make it their main job.
Many Jobs are Gender Neutral and have locations that any gender can become -- while mares will always outrank stallions, in the neutral positions males can gain 'rank' through skill, trade, and respect, occasionally even taking leadership positions within their field of expertise.
Musicians: The beat to dance to Head of the Musicians Guild: N/A Although not the most respected job a Harpy can hold, musicians are valued members of the Harpy society. After all, with all that dancing, it will be dull without some music to accompany it! As a musician, not only must you be able to come up with your own instrument(s) and play then well, you may also expected to sing when asked to, or at least work with a singer! The best of the musicians often get invited to play music or sing (and maybe dance if they can) front of the Queen and her two Commanders during festivals. Musicians
Dancers: Get your claws a tapping Head of the Dancers Guild: N/A While all Flock members are taught how to dance, some mares are especially gifted and display their dances for entertainment on a regular basis. Dancers are either watched for entertainment, perform ceremonial dances for rituals, or are used to break the ice in festivals, calling to be joined by those watching so no one feels awkward dancing and to help them cast off their burdens and release their stress into the movement.
Artisans: Makers of all things pretty Head of the Artisan Guild: Taarab
Founded by Taarab, with permission from Queen Aviania, along with a handful of other members of the Flock of many genders.
From Blankets, Customized Nests, and baskets, Jewelery and charms, Makeup and paintings, sculptures to Ceremonial Arm wings, Oil lamps to chests, headdresses to Clawed gauntlets, pottery and so much more, the artisian guild is where you go when you want things custom made, and once per season a "Fair" like market is hosted for all the guilds to provide goods for trade or purchased with a .. While some of the basic necessities are given out for free year round.
Cooks: Food Glorious food Head of the Cooking Guild: N/A Experimenting with the bounty of the farms, ranches, hunters, gatherers, and brewers, from Feasts to Rations, if you want a fancy meal or get preserved stores of food to use when traveling or emergencies and don't want to or can't do it yourself, The Cooking Guild Is the group to go to.
These are the individuals who create most of the grand feasts for festivals, and create things such as Cheese and smoked meats and sausages. They also the main source of rendered fat used for both cooking and oil Lamps, except for those who render it themselves. They also produce high amounts of food for travel or snacking, such as "honey cakes", a sticky raw grain cake made with dried fruit and honey, and Travel cakes - For Carnivores made mostly of dried meats and fat, Omnivores get grains and fruit added, and for herbivores are drier versions of the honey cakes with grasses, fruits and grain, all of which can be eaten either as is while on the road, or tossed into a Pot with some water and heated to create a soup, frequently supplemented with small game or local edibles.
Jellies, pickles, and other preserved foods are from here.
Farmers and Gardeners: Realm of Plenty Head of agriculture: Cabriole Amachi Founded by Cabriole Amachi at the request of Queen Avianaia to his Mistress, Commander Zahraa', after recognizing his knowledge had value to increase the reliability of food and resources. Farms mostly produce produce food, Gardens provide flowers, dyes, herbs etc. Both can produce Teas.
In addition to Farming and gardening, the Farmers Guild is in charge of tending the bees and harvesting Honey, with apiarist's in charge of it.
Brewers: Bringers of the Booze Master Brewer: N/A Additional Heads of Brewers guild: Cabriole Amachi, Taarab, Cookingguild head
Using the Knowledge brought into the flock by Cabriole from the Angeni of Learning, Fermented beverages made of grain, roots, fruit, honey, tree sap and other types are experimented with and produced here, as well as the ways of producing them taught.. Not all beverages are alcoholic: Some are medicinal, and some are simply refreshing and fizzy drinks or vinegar for preserving or flavoring food.
The Religious Sect of the Flock pays for much of what is produced for the Healers (most commonly the physical therapists that work with aches and pains) and ceremonies ( for adulthood ceremonies, etc) , and another large portion of it is put into the Queens Stock for all to enjoy during festivals and for herself on special occasions. The rest is split between those who produced the batch for either personal use or sale. Because of this, it is a valued commodity and a high value trade item 'out of season'. Beverages that must be drunk soon after making are the most commonly available since they cannot be stored for future use and are instead sold and drunk within a few weeks to months of being brewed... Some brewers with permanent dwellings for their nest rather than a tree, particularly an Earthen Home or a cave may produce some of their own brand of varying desirability.
Ranchers: Not all food is vegetables. Head of the animal husbandry Guild: N/A
Some hunters have started to take their skills of capturing stallions and adapted it to capture prey from non-spirit touched sources, such as Feral Pigs, Turkey, ducks, geese, Quail, pheasants, Bison etc, as well as search for eggs from the birds for more than just a quick meal. The Animal Husbandry Guild tames these animals, and breeds them for size, egg production, tameness, amount of offspring, frequency of breeding, coat and feather color etc in an attempt to domesticate and create a stable steady supply of meat. Some breeds, such as Bison, are still fairly wild, while others, such as the boar, ducks, turkeys, quail and pheasant, are starting to adapt, some better than others.
Miners: Digging Deep Head of the Miners Guild: N/A Some soquili enjoy working in the cool of caves, discovering treasures or simply carving out places for others to live within the mountains of their home.
Shelter Builders:Creating the foundations of home. Head of Construction Guild: N/A
From creating pathways and platforms in the trees, making artificial caves by creating a foundation for dirt and grass and other plants to grow upon, creating longhouses or the structure for tents, working with miners to create supports for their inter-terrestrial explorations, or simply weaving nests for those who cannot themselves, the Construction guild frequently prides itself as what makes the Flock a Civilization compared to more 'primitive' herds. In reality, its not really much different than most Raccoon, River otter, (or mice on a much smaller scale) or other hippogryph/pawed soquili Built villages, but on a much larger scale.
Performers and Theater: All the world's a stage Head of the Theater Guild: N/A
Performing in the flock comes in many forms: From performing plays and skits to entertain and share stories, to Story telling to an audience, to doing staged combat as a professional gladiator, to being a Model and standing around looking pretty or displaying someone elses work, to even building sets, costumes, and props and directing performances from behind the stage, crafting your vision. Entertainment is a vital part of any culture, and as a culture as settled and developed as the flock, performers are at the heart of sharing knowledge and keeping people entertained.
Cursedhunts: Born to be Evils bane
Any member born of a Walker's blood, or has known walker blood in their ancestry is considered a Cursedhunt. While only the mares go out and actively hunt Walkers, males are trained in the cleansing magics and, within the territory boarders of the Cursedhunt territory, are considered equals among their fellow Cursedhunts. Outside of Cursedhunt territory, they all must follow regular flock rules, and may hold other jobs within the flock: Some Cursedhunts may be performers, artisans, farmers, even Sacred Mothers And Whistlers, and it may not be known to their peers that they are even part of the Cursedhunts unless they are of a Siring Sex (regardless of Gender) and they take a partner who could get pregnant, as it is required to make ones status as a Cursedhunt known since it will pass onto the offspring, and the offspring *must* be taught the ways of the Cursedhunt.
Please note: A lot of this is from the original IT thread so still needs some tweaking and cleaning. Please contact Mindsend if you notice something off.
Two worlds: A Forbidden Love The Harpies believe themselves to have started out as the forbidden offspring of an Angeni mare, the guardian of Birds of Prey, and a Grounded stallion. The mare, after falling in love with a regular Soquili stallion, appeared as a Wind, hiding the extra pairs of wings on his back, head and feet, to try to get him to love her back. However, when the Great Spirits realized that one of their heavenly guardians had abandoned her duties to be with this stallion, they cursed her offspring without her knowing. As time passed, the stallion did eventually fall for who he thought was a simple Wind and the two mated...
When the foals where finally born, the new parents got a shock - the resulting offspring had terrible claws where their hoofs should be, pupil-less eyes and feathers where their mane and tail should be. In a cruel twist of fate, despite the mother possessing 2 pairs of wings on her back and being the guardian of Birds of Prey, the children were wingless. The only thing they inherited from their mother is their outward grace and beauty. The father fled out of fright at the 'monsters' he helped create, leaving the Angeni and children alone. Although heart-broken, the Angeni brought up her children as a self-inflicted punishment and out of love, teaching them to hunt like the Birds of Prey she had looked after for centuries while teaching them to forage for vegetation like most Soquilis...
Harpy Practices
Beliefs: Great Spirit & Great Mother All Harpies - in fact, most of Kawani's residents - know of the Great Spirit. These are spirits of the deceased, and in Harpy lore, these spirits were the ones who caused their birth. Thus, the Great Spirit is said to be all-powerful and should be respected. As Angeni are almost immortal, many Harpies also believe that the Angeni who had given birth to the first Harpies is still alive and looking after them, generations later. She is referred to as the 'Great Mother' and when in danger, she is the one many Harpies will seek.
Nests: A home above ground Harpies make nests along the rock walls of the mountain using mud and whatever dried vegetation they could find. However, due to land constrains, some Harpies will have to make their nests on top of trees, between the understory and canopy, sometimes lower or higher depending on the height of the tree. It is usually at a height where the Harpy can quickly reach the ground in a single leap - this helps to prevent injuries as well as allow her to be ready for an emergency at all times. Each tree should only have one nest, but if there are no other suitable trees, each tree should have a maximum of two nests!
The nest is also usually decorated with trophies from both captured males (read: Trophies) and fallen foes - feathers, hair and even the occasional skull are just some of the things they love to hang from or keep in their nest. During All Hallow's Eve, Harpies who have treats to hand out to children will hang a fruit from their nest.
Traditionally, Nests are for Treewalker harpies and any other subbreed of harpy that had feet that allowed them to build them and climb trees. Any other species will probably have to make do with sleeping under the trees, or enlisting the help of some sisters to build a nest on the ground with mud and twigs. Since then, Platforms have been built on houses, tents have been set up, and earthen dwellings have been made, woven duel level dwellings have been built, and caves have grown in popularity, and the way a nest has looked has changed drastically over the years.
While many are still Woven nests of stick and vines and soft materials, lined with fabric and furs and looking very much like a birds nest, some have become large woven wood baskets with soft cushions, and some may even be just heavy platforms with a back and a cushion, or just a cushion on a stone floor with a pile of pillows. Some nests are a large sphere built on an elevated platform inside or even alongside the trees, sometimes free standing with a second flatbottomed second 'room' on the bottom where another nest is set inside, the bottom lined in pillows and cushions with a Ramp or shallow angled ladder going to the opening, allowing land based Members to have a nest while arboreal members can nest up in the upper story.
Many Mares have set up small 'nesting grounds' of their own, finding empty caves in the mountains to carve out and build dwellings inside for themselves and close friends and any male they might be interested and children they are raising. Some of these are communal groups of artisans who's area doubles as a work area, with one area designated for sleeping and another set up for cooking, and another for working in. These types of Nesting grounds allow for not only protection during times of war for large groups of the flock and warmth in the winter, but are more prone to being friendly to Harpies without a full set of bird claws or cat/fox paws. some of these may have 'shelves' of rock, with the shallow ladders or wooden or stone ramps going up to them, creating even more sleeping space, carved out of the limestone, and private areas created by screens stuck into the ground and flaps like on a tent.
Others, unable to find caves, have taken to building earthen dwellings, or even at times building private tents, giving shelter from the elements.
Sisters: Not in blood, but in sweat and tears Harpies refer to each other as sisters, and even if two Harpies hate each other, they will not deny each other the title of 'sister' at least. As they do not trust males to be able to protect even themselves in most situationa, they only have each other to rely on when the need arises... Although most Harpies are not trained for combat like the Guards are, all females had gone through some classes on self-defense as children and are able to hold their ground to some extend.
Mating: A one-way, one-day affair Just like the father had left in Harpy lore, the Harpies do not believe in lifemating. Males are treated as nothing more than a means for reproduction, and are sometimes referred to as lowly pets. Females are taught from young to choose the strongest/best mating partner rather than choose out of love. having said that, it is not uncommon for several females to share a mating partner. However, as rare as it is, there are females of the flock who falls in love with their mating partner and decide on - gasp - monogamy. Most probably, that female will be treated as an an oddity by the rest of her sisters, unless the mare.
Trophies: How many do you have? Upon bringing home a new male, females are expected to bring their capture to see the Queen, or if she's out, one of the higher ups - the Commanders or Oracles, although one of our Oracles is a long distance away! The higher-up will inspect the male for any injuries before she starts a ritual to congratulate the sister for her capture. This ritual involves clipping the wings of the stallion if he has feathered wings, or clipping a lock of hair from the stallion's mane or tail if he does not have feathered wings, or if he's bald and grounded, something he possesses will be taken from him. After that, the item from the male will be given to the female(s) who were involved in capturing the male. It then can be used as a decoration for the nests.
In the case of flock born males, the same ritual is treated as a celebration of the male reaching adulthood, and the trophies are made into charms to try and keep them safe, held onto by the Sacred Mothers. Most males born to the flock with wings wear the clipped wings with pride and will often get fancier clips for their wings.
Dancing: More than meets the eye Harpies are naturally good dancers - in fact, their dance is said to be enchantingly beautiful. They love to dance more than anything and they dance for many different occasions... They will even dance when there's no occasion! Dancing, to them, is a form of personal expression and can be done anywhere and anytime. In fact, dancing is so important that the first class most females take as children will be a dancing class, learning the steps to dances of festivals is a vital part of being a Harpy.
Safe Zone - Where the males get a bit of respite Situated near the Queen's nest, this is one area where the Queen oversees personally - say something about escaping and you'll be tomorrow's dinner. Thus, having said that, its not really a safe zone in the sense that if a male escapes to that area, it doesn't mean that he'll be safe. This 'safe zone' is just like Daycare - a busy female may leave her current favorite toy/mating partner/slave in it and the Queen will protect him for her. When in the safe zone, males can have some 'man time' together and do not have to worry about being dragged away by a random female to do the unmentionables! But remember, the Queen is watching you... -Additional: this is where the Trading post for the Artisan guild is located
NEW!Artisan Guild - Where skill trumps all The Artisan guild territory is a location within the Flock where any well behaved member of the flock, including familiars, can learn skills within the many sub-guilds within the territory, and take up a profession and intermingle regardless of Gender. It was organized by a small group of young flockborn males as an experiment to reduce the wanderlust of stallions and give a place for mares who, personality wise, would have likely been artisans in the Ancestral Territory within the valley's of the Western Mountain Range, and has since blossomed into a common meeting place and male and female work respectfully side by side, while still showing respect towards their gender roles, but still having one learn a skill from an older stallion. Some mares even allow fathers or other somewhat trusted males teach their sons a trade skill. The Guild is where most luxury items and tools/weapons/armor comes from.
Posted: Tue Jan 30, 2018 8:49 am
Harpy Festivals
Harvest's Victory: First weekend of every season For the whole weekend, there will be no hunting and no foraging although the guards will have to resume their patrol as per normal due to security issues. During the day, they will eat and have fun in the day. When night comes, they will set up a bonfire in the middle of their territory and everyone will dance around it late into the night. Although males are not allowed to join in uninvited, if a female is kind enough, they will invite a male to dance with her - of course, dance badly and you might get shunned by your embarrassed partner!
Dance Festival: Tenth day of Spring As if dancing during festivals is not enough, Harpies also dedicated a day just for dancing. However, it is not so much a festival as a competition. The Queen will be the only judge and just on that day, on the dance floor, every sister is equal no matter the rank. The winner will receive a crown of flowers made by the Queen herself.
Males are actually welcome to compete in their own category, though theirs is a lot more casual and there's no real prize except for cheers and laughter. Some compete to try and attract female attention, others compete just to show off.
All Hallow's Eve: Last day of Autumn Despite their overall health, like all living things, sisters of the Flock will one day join the Great Spirit - some might have died a natural death while others might have died out on the field. Either way, All Hallow's Eve is a day whereby sisters remember and pay their respects to their fallen comrades. For the whole day, no meat is to be consumed by anyone in the Flock (Except for those who cannot eat anything but meat, and they must eat dried, cured meats and the minimum required to get through the day). However, for the children of the Flock, this day is when they dress up in whatever materials they manage to get their claws/hoofs on and go trick or treating with their mother or nanny by going nest to nest. Take note though - not all Harpies appreciate being disturbed at night! Only nests with fruits hanging from should be approached!
Jubilee Call: Last day of Winter The last day of winter, rumored to be the day the Great Mother, Angeni of Bird of Prey, left her children, the first Harpies, and went back to her heavenly home. This day is now one of the largest festivals of the flock, The Jubilee Call.
Everyone would gather together in a clearing outside of their territory as the sun is setting and set up a bonfire. By the time the moon appears in the sky, the bonfire would be lit and dancing would commence. Harpies are encouraged to sing their thanks to the Great Mother for a good year.
Often times, the Culinary guild will set up a massive feast for the party, and the artisans guild would create things to decorate the festival's grounds. The performers guild will often have a play depicting the legend around the Jubilee Call and the Great Mothers return to the Spirit World to watch over the Flock in the great beyond.
Seasonal Grower and Makers Market Once near the end of every three months, a Three Day Market for Artisans, Cooks, Brewers, farmers, and ranchers to sell and show off their wares. Contests are held for many categories for best of the best of each category and many smaller contests within each category are held (for an example, Painting can have a best in Show overall, but different types of paintings can also win prizes, such as best scene from recent events, Best iconography from a legend, Best scenery, best still life, best portrait etc, while Best of Brews can win for the Brewery category, but also Best Mead, best beer, best non-alcoholic beverage, Best wine, Most Mellow, most Potent etc.). Entertainers use this as an opportunity to show off, Seers may come to sell their fortune telling services, and artisans gain patrons and commissions while others get accessories and nest decorations or plans for weather resistant shelters, while Artisans can barter for raw materials beyond the normal required donations and develop alliances and providers for their own future production.
In general, these larger seasonal markets, separate from the usual small scale private sales bordering the safezone or within the guild itself, to open it up to the rest of the Flock without forcing them to go out of their way for it, and as a way to bond as a society and stir up some excitement between the Holidays.
Birdfooted subreeds Note: Look at "Types of Birdfeet" Below for modifiers
•They also know traditional names for species • Harpy is only used for those born to or fully accepted by the flock (Example: An outsider that hasn't joined the flock with four bird claws is just a Hippogryph/Treewalker/ Treewalker soq, not a Harpy/Treewalker Harpy)
Treewalker harpies The Classical Harpy with a full set of bird feet, capable of a nimble life in the trees, but slower in open spaces.
Plainsrunner Harpy While grounded from the trees and slower in the forests, the Plainsrunner Harpies are capable hunters, and swift as any soquili in open spaces with their front birdlike claws and back hooves. Capable hunters fast enough in open plains to lead the hunt and bring down mighty wild and non-sentient bison in the grasslands southwest of their territory.
Thunderstrider Harpy While grounded from the trees, Thunderstriders are moderately fast in all sorts of terrain. They make formidable guards and warriors, as getting past their powerful, crushing front hooves means that you've only opened yourself to their swift and lethal back claws as you push past. Known by some as a hippalectryon.
Non-birdfooted subreeds
Earthflight Harpy All four feet are hooved and the fastest in open areas, and the slowest in the forest: Most call these regulars, winds, and the other breeds (though sometimes mixed with Hippogyphs). but the Flock calls EVERYONE born to them a Harpy in blood, regardless of their genetic background. It is more a title than a breed name.
Breeds that are called Earthflight Harpies Regulars Winds Unicorns Cerynei Flutter Kirin Kelpi Kalona Ulun'suti Angeni
For a Hippogryph is a Hippogryph... But a "Harpy" is what one is at heart.
Foresthowl Harpy Born with the a full set of a wolf or coyote paws, these fierce harpies have endurance that makes most hunters envious, and mobility in mountain sides, forest floors, and open plains with equal agility. While they lack the ability to climb trees, and may not be the fastest breeds, they can travel quickly for long distances at a constant clip, and are quick to manuver. Their hunting style often involves working with a team, herding and exhausting prey, allowing them to take bigger prey to ambushes.
If Foresthowl traits take the place of the hooves in a Plainsrunner harpy they are called Plainshowler Harpies. If Foresthowl traits take the place of hooves in a Thunderstrider its known as a Howlstrider.
Front Paws with back hooves are called Woodsguide Harpy Front Hooves with Back paws are called Murkhund Harpy
With other harpy foot types
Ghostlurk: Cat paws for front legs, wolf/dog for back is a Swifthowler, while the reverse is a Howlstalker. Trickrun: Most cant tell the difference between the pawtypes at a glance, so most canine pawed harpies tend to pick Either one or the other based on their 'style' Sickleroot: Bear paws for front legs, Wolf/dog for back is a ___, While the reverse is a ____ Wadedeep:Gator feet for front legs, Wolf/dog for back is a ___, While the reverse is a ____ Slitherstep:Lizard feet for front legs, Wolf/dog for back is a ___, While the reverse is a ____ Coldwater:Seal feet for front legs, Wolf/dog for back is a ___, While the reverse is a ____
Ghostlurk Harpy These stealthy harpies are born with a full set of soft paws of a cat. Unlike most other Subbreeds (Beyond the Fully Bird clawed Treewalkers and the occasional Trickrun Harpy with Grayfox feet) they're capable of climbing and prowling through the trees. Some Ghostlurk harpies are built for speed in the open plains, but most are built for a slow stealth and a sudden leap onto their prey, where they grapple. It is difficult for them to kill larger prey with their thin, needle sharp gripping claws, but they are experts at smaller game (Such as fish, Rabbits, and birds). They often suffocate their prey by gripping the throat like a cat, crushing with their weight, or wearing gauntlets with built in blades or carry daggers to quickly end a life.
If Ghostlurk traits take the place of the hooves in a Plainsrunner harpy they are often called "gryffons" by those outside of the Flock, but within the Flock They are known as Swiftdeath Harpy. If Ghostlurk traits take the place of hooves in a Thunderstrider its known as a Branchstalker Harpy
Front Paws with back hooves are called Needleclaw Harpy Front Hooves with Back paws are called Prowlerwood Harpy
With other harpy foot types
Foresthowl: Dog/wolf paws for front legs, Cat for back is a Howlstalker, while the reverse is a Swifthowler. Trickrun: Fox paws for front legs, Cat for back is a Trickstalker., while the reverse is a Swifttrick Sickleroot: Bear paws for front legs, Cat for back is a Rootstalker, While the reverse is a Swiftsickle Wadedeep:Gator feet for front legs, Cat for back is a Murkstalker, While the reverse is a Swampdeath Slitherstep:Lizard feet for front legs, Cat for back is a Deathstalker, While the reverse is a Swiftstrike Coldwater:Seal feet for front legs, Cat for back is a ___, While the reverse is a Swiftswim
Trickrun Harpy Born of the foxes with canine/fox paws and usually fox traits (someone can claim to be a Trickrun with just the usual canine feet based on the characters personal traits).
If Trickrun traits take the place of the hooves in a Plainsrunner harpy they are called Plainstricker/Plainstrick Harpy If Trickrun traits take the place of hooves in a Thunderstrider its known as a Trickstrider Harpy
Front Paws with back hooves are called Lightfoot Harpy Front Hooves with Back paws are called Littletrot Harpy
Sickleroot Harpy For harpies with a full large, bearlike feet, they are the Sickleroot harpies. They are both powerful fighters, but some of the best foragers, digging out edible roots and truffles with ease.
If Sickleroot traits take the place of the hooves in a Plainsrunner harpy they are called Sicklerun Harpy If Sickleroot traits take the place of hooves in a Thunderstrider its known as a Rootstrider Harpy
Front Paws with back hooves are called _________ Harpy Front Hooves with Back paws are called _________ Harpy
Wadedeep Harpy YOU GOT GATOR FEET?
If Wadedeep traits take the place of the hooves in a Plainsrunner harpy they are called Swampclaw Harpies If Wadedeep traits take the place of hooves in a Thunderstrider its known as a Murkwater Harpies
Front gator feet with back hooves are called _________ Harpy Front Hooves with Back gator feet are called _________ Harpy
Slitherstep Harpy YOU GOT LIZARD FEET?
If Siltherstep traits take the place of the hooves in a Plainsrunner harpy they are called ____ Harpies If Siltherstep traits take the place of hooves in a Thunderstrider its known as a _____ Harpies
Front Lizard feet with back hooves are called _________ Harpy Front Hooves with Back Lizard feet are called _________ Harpy
Coldwater Harpy One of the slowest types on land, these are the Quickest in the water, and often can swim out to sea from the larger river, and get back as they 'run' through the water. A popular choice for Sirenborn harpies, it's fairly common for Coldwater harpies to have at least some kelpi blood, though not all Coldwater harpies are sirenborn.
If Coldwater traits take the place of the hooves in a Plainsrunner harpy they are called Fishcatch Harpies If Coldwater traits take the place of hooves in a Thunderstrider its known as a Quickswim Harpy
Front Seal paws with back hooves are called Flippertrot Harpy Front Hooves with Back Seal paws are called flaptrot Harpy
ADDITIONAL TERMS
Accepted members of the flock
Sirenborn Semi-Aquatic members (Kelpie/kelpie mixes), get the title "Sirenborn" along with their other breed traits (Examples: Sirenborn Plainsrunner Harpy. Sirenborn Earthflight Harpy.) .
Cursedhunt Any soquili born from a known coupling of a Non-walker and a Skinwalker is given the title of "Cursedhunt". The mares are respected warriors and looked upon with awe, but also in many ways also feared by other members of the flock due to their ancestry and more isolated nature within the Flock. Every Cursedhunt is trained specifically to hunt down and kill skinwalkers, and are thought to have near magical inborn talent for doing so. Cursedhunt Stallions are those who can sire more Cursedhunts, and can frequently be kept and raised mostly within the Cursedhunt subgroup, but do spend time with other stallions and mares, though its a requirement that mares approach their cursedhunt guardian mare to have everything to expect for any children they have to be known ahead of time. (Example: Cursedhunt Sirenborn Earthflight harpy)
Bladethumbed For those with velociraptor like thumb-claws (Such as Ulun'suti or mutants), a modifier can be used to state their full breed. (Example: Bladethumbed Wadedeep harpy)
Types of Birdfeet While not a common modifying title, some specify the type of bird feet and it may be used to point out individuals or used for record keeping by the Sacred Mothers..
Strikeclaw For hawk, falcon, and eagle wings, and the most common and frequently considered "default" by outsiders birdclaw type. Examples: Strikeclaw Treewalker harpy, Strikeclaw Plainshowler Harpy Softfooted For when the bird claws are that of an Owl. Examples: Softfooted Treewalker harpy, Softfooted Sirenborn Plainsrunner harpy Slimfingered For when the bird claws are that of a Raven or songbird. (Example: Slimfingered Treewalker harpy, Slimfingered Swiftdeath harpy.)
Types of Hooves While not a common modifying title, some specify the type of bird feet and it may be used to point out individuals or used for record keeping by the Sacred Mothers.
Smoothhoof For those with the the smooth, uncloven hooves of Regulars, flutters, winds, pureblooded hippogryphs/Thunderstriders without another hoof type, kelpi (Examples: Smoothhoof Needleclaw Harpy.
Lightfooted Kirin hooved individuals with the ability to walk on water, walk on TOP of snow, or step lightly enough that grass does not bend or crush under their feet get their cloven hooves (Example: Lightfooted Earthflight harpy)
Sharphoof Those with the sharply pointed hooves of Kalona with the sharp points and very edged, nearly weaponized edges to the hooves, a kick from a Kalona can sometimes leave sharp cuts and not just the torn skin of a usual kick, thus earning them the Sharphooved modifier, (Example: Sharphoof Thunderstrider)
Cloven For the more generic Unicorn and Ulun'suti cloven hooves, or split hooves of an indeterminate nature of two tips without any traits that make them lean toward a particular breed, the fairly generic term of "Cloven" is used (Example Cloven Earthflight
Trihoof/Quadhoof Some hooves have three or four toes as a pureblooded mutation of an existent breed with cloven hooves and can't necessarily be separated by breed, so are simply called by the amount of toes involved in a single leg. (Example: Trihoof Plainsrunner)
Not members of the flock Sirens Mers born to Sirenborn Flockmares are simply called Sirens and are not considered true flock members but rather Cousins to the flock, allowed to venture to and fro from the flock in the water, and have their semi-aquatic males held for them by the flock, and any land capable offspring accepted fully into the flock, but with the freedom to not have to answer to flock rules either, allowing them to easily venture out and have families outside of Flock territory, and able to bring back things for trade. Siren Stallions are not handled by flock mares, so if Siren mares wish to keep track of them they need to track them themselves. Sirenborn Flock members can choose to assist, and are also free to occasionally venture out into the waters and breed with stallions, as they have one foot on land and one foot in the untamable waters.
Smalls Smalls are Usdia, their subbreeds, and Seathi. Typical flock culture makes them uncomfortable about the presence of "Smalls", feeling they sit in a strange place between Familiar and Soquili. Small Stallions are not captured, and female members are forbidden to join, though in times of danger they will be given protection before being escorted back out once it has passed if they are Land based, and returned to the water in a safer location if Seathi. The taboo wasn't always there, and comes in various forms, but while individuals may have different feelings about them, they are still not accepted within the flock outside of when the Usdia's life is endangered. And some members of the flock may not even help them, too terrified of them passing on diseases to foals or baskets.
Posted: Tue Jan 30, 2018 12:11 pm
Guide to the Flock Most of these are fairly empty or blank due to writing them all myself without any sort of guidance. Please Quote Mindsend in this hub with questions about anything (Or in the QnA on the discord) so she can write it out and then update a thread with it