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Information on Groups, Herds, and Flights

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Cybela Clans
Captain

PostPosted: Mon Jul 14, 2008 7:14 pm


Groups -- for Kitzu only:

Groups are usually made up of Kitzu's of the same clan though there are some exceptions. Look below for the best match-ups.

Kitzus are mainly omnivores and prefer rodents, small mammals, berries, and fruits. They prefer to travel alone although mates travel together with their kits until the kits grow into adults. Then, the parents may tolerate them for a time but will eventually force them out. Ocassionally, on their travels, a Kitzu may run into another Kitzu and they may stay together for a time though they will eventually go their seperate ways. The Kitzus only go together (and in great numbers) when there is a festival. Some of the festivals they celebrate are based on love (usually only consists of Kitzus with mates), good luck, and others. They fight with their teeth and claws and may escape from a battle by flying away. They are good fighters rather on land or on air but they prefer to settle things calmly and fight only as a last resort.

Air, Astral, Chaos, Earth, Fire, Holy, Lunar, Solar and Water
Air and Astral match well together because they both enjoy flying, though for different reasons (Air for the fun of it and Astral for a closer look at the stars). Air and Earth do not match well together. Those of the Air clan prefer to fly with most of their time while those of the Earth clan prefer to stay on land.
Astral and Air match well together because of reasons mentioned above. However, they do not go well with Solar because those of the Astral clan prefer the night while those of the Solar clan prefer daytime.
Chaos and Lunar go well together because they both enjoy the night and sleep during the day. Chaos and Holy do not go well together because of the opposites of their powers. However, some members of the Chaos clan who hate their power might go in search of a Holy clan Kitsune for help.
Earth and Water go well together because they both enjoy staying close to land and helping plants. Earth and Air do not get along very well however, for reasons mentioned above.
Fire and Solar go well together because they both enjoy the daytime and sleep during the night. However, Fire and Water clans do not go well with each other because of their conflicting powers.
Holy and Earth go well together because those of both clans enjoy helping the lives of nature. Holy and Chaos however, do not go well together for reasons mentioned above.
Lunar and Chaos go well together for reasons mentioned above. However, Lunar and Solar do not go well together because of their different sleeping patterns.
Solar and Fire go well together but Solar and Lunar do not.
Water and Earth go well together but Water and Fire do not.
PostPosted: Mon Jul 14, 2008 7:42 pm


Herds -- for Angeli only:

Herds are usually made up of single clan types (Ex: A Herd with only Fire clan members) though there are some exceptions. For battle, it is best to have different clan types but it often leads to more arguments because of their different beliefs. For the best clan match-ups, look above.

Dominant Mare:
The job of the dominant Mare is to always be in control and do her best to protect the herd. She is calm most of the time and helps the other members of the Herd by calming down the angry and agressive and leading them to safety in times of danger. The dominant Mare must know her surroundings so that she can determine the best route to the next grazing field. She is always granted the right to drink first from any water source they may encounter. (Mandatory: Only one per Herd.)

Dominant Stallion:
The dominant Stallion has the role of kicking out some of the members of the Herd. This is to prevent Herds from getting too large and helps to create some diversity. The dominant Stallion also stays at the edge of the herd to watch the trouble-makers who end up there and protect the herd when predators come. They also keep the herd together when they move. Sometimes, the dominant Stallion may help the dominant Mare in her duties and takes the role of the leader of the herd when the dominant Mare is dead or away. (Only one per Herd.)

Scout(s):
The Scouts look for new grazing lands and water sources when the dominant Mare can't. Otherwise, the Scout is just an ordinary member. (Maximum of two.)

Other members:
Mares protect the foals and are usually in the middle of the herd. Stallions stay near the outer ring of the herd to protect the rest of the members. All elders are respected and are lower in rank only to the dominant Mare and Stallion. All members but the dominant Mare may leave whenever they want but they must tell their lead Mare first. Some Herds punish those who want to leave with death. (Unlimited)



Life in the Herd:
Angelis are hebivores and they mainly eat grass along with the ocasional fruit. Herds are always lead by a dominant Mare (female Angeli, Adult or Elder) and sometimes a dominant Stallion (male Angeli, Adult or Elder) may be by her side. If the lead Mare dies and no one takes her place, the Herd is destroyed and the members must find another Herd to join. The rest of the Herd is made up of foals, other adults, and the occasional elders. Herds are usually small, consisting of about five to fifteen members at one time though some do get larger. Those that are high in the heiarchy get to eat first and may command other lower-ranking members of the Herd.
The center of the Herd is always the safest because there is a wall of protection all around. Foals are usually the ones to take up the space in the center and are very well protected. If a member of the herd did something to cause trouble, he is usally punished by being forced into the outer ring of the herd, where there is less protection and a high chance of being attacked first by predators.
If foals are born in a Herd, they usually stay in that same Herd until adulthood. Then, they leave to find a different Herd although some stay while others leave as pups.
All Herds have at least two grazing areas. They like to have more than one incase of emergencies and so that they can graze freely without destroying the ecosystem. If the dominant Mare thinks enough grass was taken in one place, she gives the command to move to another grazing area. They usually move from place to place by galloping though they fly if they need to travel long distances.
Sometimes, a Herd faces danger from the neighboring Herd for grazing lands. The Herd can reply by flying away from the scene and giving up their lands or go to war. The winner will get both the grazing lands and the loser flies away to their other grazing lands or in search of another if they have none.

Grazing Lands:
A Herds' grazing lands are usually far apart. Close enough to get to easily by flying but also far away so that all the lands won't be taken at once when a Herd is run over. The dominant Mare marks her Herd's grazing lands with rough hoof marks around the field. Sometimes, she will stamp her hoof print in a bare patch of rough dirt. One can tell if a grazing land is free by examining the hoof prints in and around it.

Communication:
An Angeli communicates similar to those of a horse by whinnying, nickering, and sometimes grooming one another. The dominant Mare and Stallion usually hold their heads higher than the others. They show anger by swishing their tail and stomping their hooves roughly against the ground repeatedly. They show playfullness by lowering their heads and stomping softly on the ground.

Fighting:
When fighting, an Angeli's hooves are their most dangerous weapon, able to crack a skull open or cripple an enemy with one blow. They may also use their horn similar to the way a stag uses its antlers. Sometimes, if the fighting is not that serious, they will also use their teeth. They prefer to fight on land rather than in the air though they will fight while flying if necessary.

Cybela Clans
Captain


Cybela Clans
Captain

PostPosted: Mon Jul 14, 2008 8:03 pm


Flights -- for Akuma only:

Flights are usually made up of single clan types (Ex: A Flight with only Water clan members) though there are some exceptions. For battle, it is best to have different clan types but it often leads to more arguments because of their different beliefs. For the best clan match-ups, look above.

Alpha:
The Alphas are the leaders of the Flights. They have final desicion in any major event and are allowed the first and best peice of any animal they hunt down. If there is a limited amount of food, the Alpha's pups will be the first priority meaning the other pups have a higher chance of dying. The Alpha male and female are usually mates though sometimes, a single Alpha may choose to mate with a lower ranking inducidual. (Mandatory: One or Two per Flight)

Betas:
The Betas are second in rank only to the Alpha. Their advice is thought highly of and when the Alphas seem to go weak, they fight the old Alphas for the role. Some Betas are impatient however, and they go off to create their own Flights. They are like bodyguards because they protect the Alpha's pups when they are away and they make sure the rules of the Alphas are followed. If the Alphas leave for long periods of time, the Beta takes their place until they return. If the Alphas die, the Betas will automatically assume the role unless challenged by another member. (Mandatory: One or Two per Flight)

Scouts:
Scouts are just that, scouts. They are usually the two most quickest and skillful fliers in the Flight and they fly around the territory and report back to the Alphas or Betas of what they have seen. They look out for game, enemies, and anything else of importance like where water is located and if there are other lands out there that are fit to live in. If the Flight territory runs out of game, then it the job of the Scouts to look for a new and better suited territory. There is a maximum of two Scouts per Flight. They do not have to be mates and can just be any two Gammas that seem to fit the description. (Mandatory: One or Two per Flight)

Gammas:
The Gammas are the rest of the members of the pack. When the Alpha and Beta finish eating a kill, the Gammas fight for the best choice of meat. Gammas are important to a pack because they make up most of the pack numbers. They help with a little of everything, whether its hunting, babysitting, or finding food. (Unlimited)

Omegas:
The Omegas are usually the babysitters of the pack. They are well informed and teach the pups everything they need to know about being an Akuma. Most Omegas are shy, calm, and patient and are usually the ones to stop fighting in the Flight. They will submit easily because they feel no need to fight or be a high ranking member. They wait patiently for the Gammas to finish eating before they go to whats left of the kill. They prefer not to hunt but they will if they must. There is usually one Omega at a time though in some cases, there are two. (None to Two per Flight; At least one is Mandatory if there are pups in the Flight)

All members:
All the members help with hunting though some may be babysitters when there are pups around. They help in raising the young whether its playing with them, bring food to them, or educating them. All members but the Alpha may leave whenever they want but they must tell their Alpha first. Some Flights punish those who want to leave with death.



Life in Flight:
Akumas are carnivores and prefer large game like bears, some types of deer, and boars though they will eat any type of meat depending on their territory. They are at their most aggressive when they are hungry or eating. Sometimes, they will eat plants but only if the situation calls for it. There are always Alpha(s) in a Flight. If both Alphas die and no one takes their place, the Flight is destroyed and the members must find a new Flight. Flights usually consist of five to twenty members though some have more. They hunt when they need food and are able to digest every part of their kill. Sometimes, if they are starving and desperate, they will chew on gravel to soothe their hunger and some Flights use plants for medicine.
A Flight's territory usually has a secret room (like an underground tunnel or a cave) where all the members put their treasures in. The Flight gaurds their treasures jealously and so it is a great crime to tell someone of another Flight where one's treasure is located. The Alphas also have the ability to know when even one coin is stolen and they cannot rest until it is found again.
If pups are born in a Flight, they usually stay in that same Flight until adulthood. Then, they leave to find a different Flight although some stay while others leave as pups.
If they like the territory of another Flight, they may announce war and try to take over it. The winner gets both territories and the loser Flight must look for a new one.

Territories:
The size of a Flights' territory is based on how easy it is to find food and how many members are in a Flight. The more members, the larger the territory. The more game, the smaller the territory. All Flights have only one territory. Between each territory is a space. This space allows lone Akumas to pass by without going into the borders of a Flight and no Akuma in a territory is allowed into this space. If a territory is run over by a neighboring territory, those Flights join together along with their territories and the space in between becomes a part of the Flight's territory. The borders of a Flight's territory is marked by deep dents in the earth. These dents are actually claw marks made by the Flight members. The larger and deeper the dents, the more powerful the Flight is.

Communication:
The more dominant an Akuma, the higher he holds his head and tail. He forces submission in the lower members by staring down at them and growling if the member is reluctant.
An Akuma may show trust by bowing down and spreading its wings. This is to show that he trusts the other by exposing his soft wing membrane and neck. Some Flights may ban this because trusting the wrong Akuma may result in serious injury or death.
An Akuma is being submissive when he folds his ears back, looks down, and lowers his tail. Sometimes, he will go on his back and expose his throat to the other to show how submissive he is.

Fighting:
When a high ranking Akuma is challenged by a lower rank, he may choose to fight for his position or admit defeat. If he admits defeat, he and the challenger switch ranks. If he chooses to fight and wins, he may keep his rank. If he loses, he is usually killed, seriously injured, forced to the bottom of the heiarchy, or kicked out.
When fighting, they use their teeth, claws, and horns. Some who are very skilled may use their tail blades for an advantage. They have some protection with their scales although their undersides consist of only fur. They prefer to fight in the air though they will fight on land if necessary.
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