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Dumanne

PostPosted: Tue Mar 20, 2018 8:44 pm
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PostPosted: Tue Mar 20, 2018 8:46 pm
The Basics


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Species


Main Species || Cheetahs and cheetah hybrids are welcomed openly and can take on main roles within the coalition.

Captive Species || Non-cheetah species are seen as 'captives', and are often asked to perform the most mundane or unwanted jobs within the group. They are not necessarily mistreated, but they hold little favor in the group. Some captives were actually captured, and others willingly took the role for the protection offered by the coalition.

Acceptable Species || All familiar species; prey species would need to be bonded to someone


Culture Aspects


Who Lives Here || Cheetahs who enjoy the protection of a group, but the freedom to venture off and complete their own exploits with a place to return to and call home.

Clan System || This group operates under a four-clan system, which is explained below.

Coming-and-Going || As this group is a semi-nomadic group, it is not uncommon for members to come and go for days or weeks at a time. It is expected, however, that they maintain an open channel of communication with their clan in order to maintain their membership status.

Family || Each clan acts as a large family to each cheetah, as cubs are raised by the group. Blood families tend to stay within the same clans, unless a member has opted to change for mating or other reasons.

Love and Mating || Members are free to love who they choose, though mating in the monogamous sense is a rarity. This is largely due to the natures of the members, with members moving around more often than in a traditional pride. Becoming a mated pair is taken very seriously and is highly celebrated, but remaining un-mated is fine as well.

Breeding || Flings are highly common in the group. Due to their nomadic nature, there are quite a few single mothers and fathers. Each clan comes together to raise cubs, so single parenting is never an issue. The only breeding that may come under fire is adolescent breeding; it isn't disallowed, but discouraged because the group thinks this puts cubs at risk. Captives are able to breed, and their offspring will go through the Coming-of-Age ceremony to earn their freedom, but they must have permission to do so.

Offspring || All cubs are accepted and celebrated, regardless of parentage. Cubs will remain within the clan of their birth until they are adolescents, where they can then decide if they wish to change clans.
If non-cheetah cubs are born, they will be given the opportunity to earn their freedom through a ceremonial hunt. These cubs will be treated well and with care, but they will know of their options for their future.

Religion || The group does not worship any one religion or deity; their main focus is survival. Individual members can have their own beliefs, unless they are seen to come into conflict with the well-being of the group.


Ceremonies


Coming-of-Age || When each cheetah comes of age in the group, they are sent on their first hunt. This is a hunt that is done entirely on their own, and each youth cannot return until they have made their first kill. The pelt of this first kill is often worn throughout their lives.
When a non-cheetah comes of age, they are sent on a similar hunt in order to earn their freedom from the group. This hunt is monitored, and the youths are expected to bring home a kill that is much larger than that expected of cheetah youths. If they fail, or if the kill is too small, they will join their parent(s) in the rank of captive.

Dambe || Once a month, clans come together for a sparring tournament. This tournament pits willing participants against one another for prized pelts, meticulously created, cleaned, and cared for.

Festival of Rain || At the beginning of the rainy season, the clans come together to celebrate and mingle. There is also discussion among the higher-ranks about predictions of resources, etc. A great deal of food is prepared, as well as various decorations and gifts made to spread throughout the clans. There are various activities for all age groups to participate in.

Festival of the Sun || A mirror of the Festival of Rain, this festival takes place as the dry season is beginning. However, instead of having a lot of food prepared for this festival, hunters are encouraged to bring in extra food for storing. Useful crafts and tools that will be needed through the dry season are spread throughout the clans, and tips and tricks for the dry season are taught.

Wedding Ceremony || Most wedding ceremonies take place during the rainy season. Even though it may be rare, the coalition celebrates when two members have decided to make an official commitment to one another. Usually, only the clans involved will come together for this ceremony.
 

Dumanne


Dumanne

PostPosted: Tue Mar 20, 2018 8:48 pm
The Clan System


Clan Interactions || The clans all occupy an expanse of land, but each clan occupies its own territory within that expanse. Movement between clans is perfectly acceptable for full members; non-cheetahs would need to be accompanied at all times.
Clan territories are spread out so that it would take a decent portion of the day to travel between them. Because of this, travel between them is usually kept to necessities.

Clan Hierarchy || The main clan serves as the 'head' of the coalition. In this clan resides the ruling family, the representatives, etc. This clan has to handle coalition-wide issues, such as monitoring resources as a whole, interacting with neighbors, creating policies, etc. The other clans all sit evenly just below the main clan. Each clan makes it's own contributions to the coalition as a whole, but members can choose which clan they wish to reside in.

The Clans ||

  • 1 || Scarab || Head Clan || This clan contains members of the 'royal family'. They keep separate in order to prevent any favoritism amongst the clans. The members of the royal family, other than the King and Queen Consort, are expected to hold regular ranks. This clan also contains anyone who aides the royal family or advises, such as the Hand.

  • 2 || Firefinch || Resource Finders || This clan takes responsibility for scouting fresh or replenished resources within the larger territory. If necessary, they can petition the King to find new lands or temporarily travel elsewhere. This clan's territory is often less-full than others because members are out and about searching and scouting. Many members within this clan are accompanied by avians.

  • 3 || Deathstalker || Fighters || This clan has the responsibility of guarding the coalition in times of need. This clan also provides the bulk of the food for the coalition. Members are often found sparring within their territory, and there is a decent population of jackals and maned wolves within this clan.

  • 4 || Sidewinders || Crafters || This clan works to meet the various needs of the coalition, constructing dens, making pelts, tools, or anything else that might be needed. Members within this clan often team with ratels.

 
PostPosted: Tue Mar 20, 2018 8:50 pm
Ranks

King/Queen || 1 || The leader of the group. The King/Queen makes all of the major decisions for the group, as well as settles internal strife. They work to solve the problems of each clan, and make rounds to each of the clans as often as possible.

  • Queen/Prince Consort || 1 || The consort can either be mated to the ruler or just be a favored consort. Makes no major decisions, but could potentially hold some influence. A respected position.

Fang || 1 || The right-hand of the King. This position stands directly beside the King and does not usurp power from the Clan Leaders. This is a highly trusted position that helps the King handle daily activities. This member also handles most of the major discipline in the group.

Clan Leader || 1 per clan || The leader of each clan. The clan leader serves as a more 'hands-on' ruler of each clan. They make the more minor decisions regarding their clan and what's best for the members in it. They also bring any concerns to the king.
* the Scarab Clan Leader serves the same role as clan leaders in the other clans, but they have the added responsibility of having the king reside within their clan, so they must be careful to not overstep!

  • Clan Consort || 1 per clan || The preferred partner of the Clan Leader. Can be mated or not. Makes no major decisions, but could potentially hold some influence. A respected position.

Right Hand || 1 per clan || A sort of 'fang/second-in-command' to the clan leaders. This is a highly trusted position, and they help maintain order and deal with clan members individually. Complaints or concerns move to the Right Hand before going to the Clan Leader and beyond.

BoneHead || 1 || The lead healer for the group. Has vast amounts of knowledge and experience. They train the Bones that get sent to each clan.

Bones || 4 per clan || The healers for each clan. Bones tend to be hand-picked as cubs to be trained by the BoneHead. Adolescents can choose to work towards becoming Bones, but it is very difficult.

Claws || 2 per clan || The guards for each clan. Although the Deathstalker clan handles large-scale safety, the Claws are for immediate, small-scale concerns within each clan.

Spotter || unlimited ||The scouts of the group - almost all spotters reside in the Firefinch clan. Often times, this rank will have accompanying avians to assist them.

Water Lily || 3 per clan || The members who help to raise and educate the young cubs, even sometimes housing cubs without contributing parents in their own dens. Nannies have to have practical knowledge, and usually aide in teaching the very beginnings of hunting and pouncing.

Vulture || unlimited || The members who find resources when they are low. Most of these reside within the Firefinch clan. Vultures often accompany scouts to find new water sources, locate a herd, etc.

Pelter || unlimited || Members with crafting knowledge, most of which reside within the Sidewinder clan. They can put together pelts to form capes or den linings, make tools to assist in members' daily lives, etc.

Sand || unlimited || The adults of the group without specialties. Depending on what clan they reside in, they might still be expected to take on the clan's responsibilities.

Bloom || unlimited || The youth of the group.

Captive || unlimited || The non-cheetah species of the group. These members generally perform the more mundane or physical tasks, but are not necessarily mistreated. They tend to generally be looked down upon, however (though some members carry great sympathy for them). Captives are seen as belonging to the clan rather than individual members, though some captives can come to live with specific members or families. Special cases of cheetah-species who have committed a crime (that did not warrant exile or death) are also forced into this role.
 

Dumanne


Dumanne

PostPosted: Tue Mar 20, 2018 9:00 pm
Territory

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[IC] Dumanne Lands

 
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