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Posted: Fri Mar 16, 2012 1:10 am
 The shifting desert sands covering the Isle of Famine hides the clan's rich, thriving culture.
The Swarms
Through the desert, nomadic members of the clan travel the edges of their lands and even the world of humans, scavenging FEAR and researching the nature of that which nurtures life. Even as they lay waste to the landscape, so too do they use it as a field of study. Many members of the clan use their travels to collect samples and conduct trials, seeking to coax the earth to life as easily as they destroy it. The "seasons" upon the Isle of Famine are determined by the Swarms' movements through the land, as well as the breakthroughs of it's members.
These traveling clan members most often adorn themselves in the dried, dead remains of the land, from plants and grass in their hair, to the large hide tents they carry with them. It's not unusual for these tribes to travel with vast swarms of locusts and beetles as they move from place to place, the insects play the parts of pet and familiar, as well as a kind of tribal kin.
The Colony
With their close ties to the land, the Isle of Famine has no permanent artificial building, as they take full advantage of what the terrain already provides. Though at first glance the desert's rock formations may be easily dismissed, closer examination may reveal some of the clan's few above ground structures, or even the rare oasis. Beneath the surface a vast network of natural tunnels and caves house the Colony, those of the clan who wish to stay in a more settled environment, either by choice or simple necessity.
They focus strongly on further researching the data found above ground and using that information to develop new and better means to further the clan's ability to control the land, and through it life. The craftsman of Famine are both skilled and extremely diverse, ranging from the more alchemic studies of poisons and disease, to the creation special potions and items that can make even the harshest environments bloom, to the every day items necessary for both the Colony and Swarm to thrive in their desert home.
The Colony houses numerous insects, particularly moths. It's rare to find a tunnel or cavern without at least several flitting about.
The Clan
The two parts of the clan are highly dependent on one another, the Swarm harvesting and researching while the Colony crafts and develops. The Island's several small settlements where a colourful, festive market appears when the two merge above ground to exchange necessities, discoveries, and information.
As a clan, Famine is highly musical, from their hobbies to their adornments. Often the sound produced by a member's movements can indicate their mood and intentions. A lightly chiming hair ornament often signifies a pleasant encounter, while the harsh rasp from a hollowed bracelet bids others to step carefully. For those within the Clan this adds an extra layer to their communication with one another, though it also makes their spoken communication seem that much more eccentric to those outside of it.

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Posted: Thu Mar 29, 2012 8:37 pm
 The Queen
Bother halves of the clan are ruled by one queen. Elected through both skill and strength, the queen can as easily be from either part of the clan. Once crowned, they'll usually lead the largest Swarm until the time comes for them to help breed and raise the next generation of the clan, when they'll settle within the Colony. While these offspring may be created mostly by normal "worker" members of Famine, all of them will have received a portion of the Queen's FEAR upon being formed. Queen is a title, and may be held by a clan member of either gender.
The Heir
While all those of the generations spawned during a Queen's rule can technically be considered as the Queen's children, there is always one who stands out. The strongest, most resourceful, most innovative. One who must be raised by the Queen in order to realize their full potential. This spawn is known as the Heir. But it's only a title that indicates their potential. The title of Heir may be taken away should another more promising clan member arise, and the title itself does not mean they will become Queen.
Only the strongest and most capable may become Queen. Only one who has proven themselves to both their elders and contemporaries. Only one who can survive and thrive in the environment of challenge and competition that the Famine Clan offers, both within and without.
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Posted: Mon Apr 02, 2012 12:41 pm
 [ Caste System: Famine ]
All Four Clans members, depending on their Clan, have a unique caste structure. For the Clan of Famine, they are usually born, created by their Queen into their roles. If not, then they are molded to a certain role, and usually do not change their roles over time. All roles are equally important, it is a matter dividing clans as group units over the individual when it comes to the importance of roles.
[ Job Classes: Famine ]
gaia_crown [ Heir ]: Heirs of Famine are chosen from the ranks of those in the Sage class. Like Sages, Heirs are clan members who have served their roles for a long period of time and have drastically grown or changed in Fear due to their capability. Heirs are one step up from Sages, blessed by the Queen herself and imbued with stronger Fear.
gaia_diamond [ Sages ]: Sages are an elevated class: they have evolved themselves over time, their abilities, and their Fear, and can perform now all of the colony requests. Instead of strict timetables like the other Clans members, sages are allowed to work at their own pace, and often are given special duties and jobs to complete.
gaia_star [ Alchemist ]: Alchemists are the scientists of the Clan, those specifically in charge with testing of crops, creating and controlling new plagues, and destroying as well as creating material, specifically from crops and agriculture, though this could extend to healing herbs and other sources of poisons as well. They usually work together in teams to create "group projects" to showcase.
gaia_star [ Scavenger ]: Scavengers are Clan members who forage, survey the landscape, and are seen mostly in the Human World, wrecking chaos and panic. The name scavenger is slightly misleading, as they are as much a destructive force as they are constructive. Scavengers gather supplies in both the Human World and their clans, and also are responsible for gathering Fear.
gaia_star [ Colony Soldier ]: Colony Soldiers are groups of Clans members versed in the fighting arts, namely to protect and keep order in their colony. They are often seen with the Heirs and Queen, though they also have special roles in the Human World fending off potential hostile opponents as well as their own territories in Halloween from potential invaders.
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