17 July 2025 | Seaki started working on converting this SoA pride into a Misty Mountain Colony! Wish them luck lol
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Seaki
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Seaki
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Posted: Thu Jul 17, 2025 9:03 pm
Relatively new, this colony began as a spark in the mind of a young Ma'ome, who was raised to believe that helping others should come first and foremost in her life. Her mother was a healer, and a herbologist, seeking to make a change in the world. Kilua spent her life learning to heal the wounds of any she came across, as was her calling. The colony started with just her, and her mother, who roamed across the lands to find somewhere they could do their work. Eventually, her mother passed but Kilua upholds the teachings of her mother and sought to teach others her trade.
The colony's borders are constantly changing, with new locations being found or abandoned by the colony. They don't need a true constituency when everyone is welcome to join or leave as they wish. Those who wish to stay and help are allowed, of course, regardless of species (including familiars). Since the colony is such an open group, there is no set religion. No one in the colony should begrudge another's religious outlook, however, or there will be consequences.
Family Life
Families are a wonderful part of Nil'nocere, and are celebrated no matter what form they may come in. A Midwife is assigned to the family as soon as possible and remains with them until the cubs/pups are weaned. Any pups and cubs are raised primarily by their parents, but the colony as a whole aids in raising any young. Learning is highly encouraged, and adolescent members of the colony are especially encouraged into seeking a mentor so they can begin to find their career path.
Career Paths
There are three General Career Paths you can follow: Healing, Crafting, or Defense. These paths may have sub-paths, but they always start with Apprenticeship. An apprentice with decide on their path, and receive a mentor several ranks up, aiding in their learning. This can be ICly done, or OOCly done. The Paths are detailed in the Ranks, and require RP to advance to any rank.
Occasionally, members will leave the colony as either Caravans or to form Outposts away from the colony.
Both Caravans and Outposts both hold at least one healer, one crafter, and one defender, however, there are some key differences. Caravans are always on the move, and are made up of mostly those in the Crafter rank. They go out and collect supplies and herbs, and other trinkets to return to the colony. However, Outposts either classed as Defense or Healing. Defense Outposts will hold mostly those in Defense members, meant to protect their colony. They are stationed beyond the colony's lands, but not within it. Healing Outposts can be anywhere, made up of mainly healers and is meant to help whatever colony or area they are in. See: Caravans and Outposts for more details.
Non-members
Anyone is welcome in the colony, as stated before, but many do not stay. Those who are passing through are treated with hospitality. Some may even come to train as a healer from their own colony, before leaving to return to their own colony.
Nil'nocere also helps those outside the colony that may need their aid. These are called Patients. And while not officially apart of the colony (and not certed thus), are treated as full members until they leave the colony, or decide to join.
Posted: Thu Jul 17, 2025 9:05 pm
Note: Regarding the number next to the rank: The first number indicates how many points is required to advance from the previous rank. The second number is total points needed to reach the rank
Matron [1]:[20/69] The Matron leads the colony, and is the most skilled healer within the colony. They are not necessarily the oldest healer, but the one that has shown the most aptitude for both leading and healing the colony. They must have good decision-making skills as so to lead the colony to flourish. =====Path: Apprentice > Assistant > Medic > Nurse > Healer > Head Healer > High Healer > Council Healer > Matron
Council [6]:[20/49 - may vary] There are six council members, each coming from a different path. For most ranks, this is the highest you can achieve in the colony. Each of the council is in charge of overseeing their entire faction of the pride. Should there not be on in the seat (or have enough points to claim this seat), then the next highest ranking member will seen as one, though not hold the rank officially. The first member to claim this spot will hold this seat until they step down. =====Path: Apprentice > Assistant > Medic > Nurse > Healer > Head Healer > High Healer > Council Healer =====Path: Apprentice > Seeder > Gardener > Herbologist > Apothecary > Council Herbalist =====Path: Apprentice > Tinker > Artisan > Master Artisan > Guild Master > Council Artisan =====Path: Apprentice > Spotter > Hunter/Gatherer > Head Hunter/Gatherer > Hunt Captain > Council Hunter =====Path: Apprentice > Spotter > Sentry/Guard > Head Guard > Defense Captain > General > Council Defense =====Path: Apprentice > Spotter > Seeker > Liaison > Liaison Captain > Council Liaison
Seaki
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Seaki
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Divine Star
Online
Posted: Thu Jul 17, 2025 9:05 pm
High Healer:[10/29] A head healer that has proven themselves. This character must be innovative in their ideas and an excellent leader to move themselves and the colony forward. They still answer to the matron, though they are generally thought of to have enough control to work on their own or lead a large team. The only rank higher than this is to become a council member. =====Path: Apprentice > Assistant > Medic > Nurse > Healer > Head Healer/Medic > High Healer
Head Healer:[5/19] A Head Healer has proven themselves as a healer and has advanced enough to lead their own team! They lead a team of up to 10 healers before another head healer is required to manage the healers. Head healers may have to skill to become a High Healer, but may not have the experience required to move up a rank quite yet. =====Path: Apprentice > Assistant > Medic > Nurse > Healer > Head Healer
Head Medic:[10/19] The Head Medic controls both the Post Medics and Field Medics. Medics are quick on their feet and must be ready at a moment's notice. The Head Medic even more-so. They must do well under stress. They control a team of up to 15 Medics before a new one is required. =====Path: Apprentice > Assistant > Medic > Head Medic
Healer:[5/15] This is the General, most common rank in the colony. Healers take care of patients fully, working under a supervising Head Healer or higher. While they can work on their own at this point, they still must report to a higher ranking healer to be assigned patients or tasks. =====Path: Assistant > Medic* > Nurse** > Healer =======*Field or Post =======**Nurse, Midwife, Nanny, Wet Nurse, or Nurturer
Nurse:[4/9] Nurses do many of the things a healer would do, just to a lesser degree. Their responsibilities are not as demanding, allowing them more freedoms as opposed to a healer. They’re still expected to know how to help someone in need, at lease until a healer can help them. There are usually 3-10 nurses per healer. =====Path: Apprentice > Assistant > Medic > Nurse
Midwife:[4/9] Midwives are in charge of the childbearing population of the colony. Once another becomes pregnant, usually later in the pregnancy, a Midwife is assigned to that member to aid them in their birth, ensuring the new lives and the mother are safe. Midwives stay with the family until the cubs/pups are weaned to ensure the young one develops well. =====Path: Apprentice > Assistant > Medic > Midwife
Nanny:[4/9] While not specifically a healer rank, these members of the colony help rear children while the parents are working. They must know the same skills as a nurse, just in case anything happens to either the cubs or anyone around them. =====Path: Apprentice > Assistant > Medic > Nanny
Wet Nurse:[4/9] There are only ever a few of these in the colony at any given time. Wet Nurses know far more about pre-weaning than anyone, and are often coddled quite a bit. Their job is to provide milk for cubs whose parents cannot produce milk, as well as to care for any orphaned or abandoned babies. =====Path: Apprentice > Assistant > Medic > Wet Nurse
Nurturer:[4/9] Nurturers come in right after the Midwife or Wet Nurse in care. They are similar to Nannies in the effect that they care for the children of the colony members. However, they focus more on child-hood illnesses. They’re not their to rear the cub, only see if they are developing correctly - similar to a pediatrician. =====Path: Apprentice > Assistant > Medic > Nurturer
Field Medic:[3/5] Field Medics are special, as they are a lower rank that works almost completely independently. These members go out into the roguelands, patrolling the area beyond the colony. They stay within half a day’s walk back to the colony, and ensure no near-by creatures perish before they reach the colony. They’re trained to stabilize the creature until healers arrive and can transport them to the inside of the colony. =====Path: Apprentice > Assistant > Field Medic
Post Medic:[3/5] Post Medics work closely with the Defense sector of the colony. They’re stationed with the patrol, just in case accidents happen, or the guards stumble across an injured creature. They are trained enough to stabilize the injured as another seeks help. =====Path: Apprentice > Assistant > Post Medic
Assistant:[2/2] A new member of the healer path - they are independent enough not to be an apprentice any longer, but they still need close supervision to make sure they are not botching anything. They assist any medic or healer who may need aid in their work, but most often they stick to their mentor, where they learn all their can to advance in rank. =====Path: Apprentice > Assistant
Posted: Thu Jul 17, 2025 9:05 pm
Apothecary:[10/21] An Apothecary is a highly skilled herbologist that has enough knowledge to make salves and potions. They usually work closely with anyone in the healer rank to replenish their supply. They also aid in teaching those with less experience when needed. =====Path: Apprentice > Seeder > Gardener > Herbologist > Apothecary
Guild Master:[10/21] The Guildmaster leads all those below him in terms of Artisans. This member is considered the most skilled Artisan in the colony after the Council Artisan. Their focus is usually crafting and teaching the less-experienced. =====Path: Apprentice > Tinker > Artisan > Master Artisan > Guild Master
Herbologist:[5/11] When a Gardener becomes a Herbologist, they begin to work more specifically with their field of study. Those who study poisonous plants will have a better focus and much more knowledge, etc. At this stage, they can become mentors to those who are below them in rank. =====Path: Apprentice > Seeder > Gardener > Herbologist
Master Artisan:[5/11] Artisans that have proven themselves exceptionally experienced and skilled are granted the rank of Master. Their items are more sought after, and they are usually the ones to teach the young or less skilled members of the trade. They work more closely with the Gatherers and Gardeners for materials, distributing it to the lower ranks. =====Path: Apprentice > Tinker > Artisan > Master Artisan
Gardener:[4/6] Gardeners then to the gardens of the colony. While Gardener is a general rank, the jobs can vary from tending to the herbs to caring for the insect life that makes the plants flourish. =====Path: Apprentice > Seeder > Gardener
Artisan:[4/6] Artisans are the artists - they both make things aesthetically pleasing as well as function for the colony. Sometimes, they may trade their items to outside colonies or send them on Caravans to be traded with other colonies =====Path: Apprentice > Tinker > Artisan
Seeder:[2/2] Seeders are not completely trusted with finding the best places to plant certain herbs, but they are allowed to help dig the trenches and lay the seeds in pre-specified locations. =====Path: Apprentice > Seeder
Tinker:[2/2] Tinkers are Artisans that are only just starting out on the path. They’re trusted enough to make small items to sell, but not larger pieces yet. =====Path: Apprentice -> Tinker
Seaki
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Seaki
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Posted: Thu Jul 17, 2025 9:06 pm
General:[10/31] Generals are mostly for serious threats, but it’s always good to have one on standby. The General will take command of all the Defense ranks to protect the colony and ensure the safety of anyone within the lands or any bystanders. Day to Day, they handle the operations of the guards and sentries and aid in training. =====Path: Apprentice > Spotter > Guard/Sentry > Head Guard/Lead Sentry > General
Head of Defense:[10/21] The Head of Defense controls and watches the lower defense ranks. They’re the second-hand to the General, and can take control in the absence of one. =====Path: Apprentice > Spotter > Guard/Sentry > Head Guard/Lead Sentry
Hunt Captain:[10/21] The Hunt Captain helps organize the Lead Hunters. They’re in charge of distributing the hunts among the colony members to ensure everyone gets enough to eat. =====Path: Apprentice > Spotter > Hunter > Lead Hunter > Hunt Captain
Lead Liaison:[10/21] The Lead Liaison takes command of all the ranks below it. They often coordinate where each is going, if there’s something specific needing to be done. They’re reported to at the end of each outing, just to ensure that everything has gone well. Sometimes they may be asked to handle more difficult situations, like colonies who have become hostile or cutting ties. =====Path: Apprentice > Spotter > Seeker > Liaison > Lead Liaison
Lead Caravanner:[10/21] The Lead Caravanner is in control of their Caravan. If there is not one in the colony, a regular Carvanner may temporarily be referred to as this rank until their skillset is high enough to reach this point. When approaching other colonies, the Lead Caravanner will negotiate the dealings of the trade. =====Path: Apprentice > Gatherer > Caravanner
Head Guard:[5/11] The Head Guard organizes the patrol with regular guard member. They must be sociable enough to ensure no two guard patrols take the same areas of the colony by speaking and organizing with any other head guards. =====Path: Apprentice > Spotter > Guard > Head Guard
Lead Sentry:[5/11] The Lead Sentry organizes the patrol with their own team. They must be sociable enough to ensure no two sentry-groups take the same areas of the colony by speaking and organizing with any other lead sentries. =====Path: Apprentice > Spotter > Sentry > Lead Sentry
Lead Hunter:[5/11] The Lead Hunter has his own team and takes control of the hunt. They are strategically capable of taking down larger prey with their team. They’re in charge of knowing enough healing skills to aid any members who happen to get injured in a hunt. =====Path: Apprentice > Spotter > Hunter > Lead Hunter
Liaison:[5/11] Liaisons are a step-up from Seekers, but are more involved in relations with other colonies and packs. They’re often in charge of getting permission for outposts and Caravans to come through their lands. =====Path: Apprentice > Spotter > Seeker > Liaison
Caravanner:[5/11] Caravanners leave the colony periodically to seek raw materials for the artisans and new herbs for the gardeners. They go to other colonies to trade for finished items outside of the skillset of the current artisans as well. =====Path: Apprentice > Gatherer > Caravanner
Messenger:[5/11] A Messenger travels between Outposts and Caravans with news. They bring news of the travels and the lands beyond, and their only purpose is to gather information and distribute it back to other outposts, caravans, or the colony. =====Path: Apprentice > Gatherer/Seeker > Messenger
Hunter:[4/6] Hunters hunt alone or in groups, often depending on how the individual works best. They hunt for the whole colony and for any injured patients and members that cannot hunt for themselves. When threats come to the colony, they often help guard as well. =====Path: Apprentice > Spotter > Hunter
Gatherer:[4/6] Gatherers collect a lot of items and often distribute them among the colony. They find herbs and trinkets that they can give to the artisans of the colony. Unlike Caravaners, Gatherers stay within or close to the colony, though gatherers may be asked to come along if the Caravan is too small. =====Path: Apprentice > Spotter > Gatherer
Seeker:[4/6] Seekers leave the colony, usually on their own - sometimes with Caravans. Their purpose is to find more members for the colony. They have basic healing knowledge just in case their find anyone injured. =====Path: Apprentice > Spotter > Seeker
Sentry:[4/6] Sentries also patrol, either with guards, or separately. Sentries will alert the colony of dangers, injured creatures, or even returning caravans. They're a first alert system for the colony. Occasionally in more dangerous areas, Sentries will also join the Caravans or Outposts. =====Path: Apprentice > Spotter > Sentry
Guard:[4/6] Guards patrol the borders of the lands, making sure no threats enter the land. They're the first line of defense against any threats that come by. They also occasionally bring Caravans back into the colony. At least one Guard is required for Caravan and Outposts. =====Path: Apprentice > Spotter > Guard
Spotter:[2/2] Spotters stick very close to a group normally, as they’re still learning the ropes of their job. They’r often with a group of higher ranking members of whatever job they seek to have in the future. =====Path: Apprentice > Spotter
Posted: Thu Jul 17, 2025 9:06 pm
Journeyman:[1/1] Journeymen are Apprentices who feel they have more to learn in the world outside of the colony. They take their leave and usually return gaining knowledge. Any Knowledge they gain outside of the colony is applied to whatever path they decide upon returning. =====Path: Youth > Apprentice > Journeyman
Apprentice:[0/0] Default Rank. Before deciding a path, every young member becomes an apprentice. Here they learn the basics of all of the ranks before deciding upon a path they take in the future. =====Path: Youth > Apprentice
Youth:[0/0] Default Rank. Any pup or cub that joins or is born into the colony. =====Path: Youth > Apprentice
Seaki
Crew
Divine Star
Online
Seaki
Crew
Divine Star
Online
Posted: Thu Jul 17, 2025 9:07 pm
[Information Here]
Outposts:
None, currently
Caravans:
None, currently
Posted: Thu Jul 17, 2025 9:07 pm
Applications: Closed
Outposts are a group of 3+ members that strike out to a colony that needs the aid of healers. They are a completely self-sufficient faction of the colony, usually residing within another colony, or within a particular biome.Outposts that drop below 3 members must return to the main colony. You may apply again for the same outpost with the same characters immediately, but, but they will not be dispatched until requirements are met once again.
Colonies that would like an outpost should PM Seaki.
How to Apply:
When a colony decides it wants an outpost, a form is created specifically for that colony! Some outposts may be generally open in specific biomes as well. Some colonies have species that are specific to the colony and must follow that colony’s rules! When colonies apply to have an outpost, they are allowed to request specific rules that the outpost must follow. Rogueland Locations will have generally more open and lax requirements, though may have stricter rules! Read each locations requirements very carefully! Once the outpost group meets minimum requirements, the group will be dispatched from the colony to that location. Any additions will have to leave in a group of two or more, unless the outpost's messenger is traveling with them, with permission of the messenger's owner! Each member must have at least 1 RP within the colony's lands before being able to join an outpost. Trainee Ranks or below cannot belong to Outposts without specific permission of Seaki Cubs born into outposts will need to return to the main colony as an apprentice before being able to return to the outpost officially as a journeyman or higher
Caravans are a group of 3+ members who leave the colony to collect raw materials and herbs for the colony. They often leave for several months before returning. Caravans will have a set time limit before returning, though the max is 6 months OOCly.
If a Caravan drops below 3 members they must return to the colony immediately, but they can apply for a caravan immediately upon returning. They will not be allowed to dispatch until requirements are met once again.
How to Apply:
Outposts head out into the roguelands, but sometimes will also go to different colonies to trade items! If a colony specifically wants to open a trade route it will open here. Some colonies are species specific on who they will work with. The requirements will be posted with the Caravan Request. Once the Caravan reaches the minimum requirements, they are allowed to dispatch from the colony. Caravans may NOT have additional members join after they are dispatched, unless a rogue is joining. Each member must have 1 RP within the colony before dispatching. Each Caravan session must have a new RP in the colony to go out again. Trainee Ranks or below cannot belong to Outposts OR Caravans without specific permission of Seaki.
Please Post Applications in this thread!
[quote="Location"] [b]Colony Name[/b] - [url=][link][/url] [list] Location Information [/list]
[b]Requirements for Joining:[/b] Requirements Information
This post explains the point system used to gain different ranks in the colony, as well as holds the different forms needed to change or add/subtract any members to the owner list. If you have any questions, please PM Seaki, or post a question directly into this thread!
Points
1 Point: a complete RP counts as one point. These must be breeding length to count, or combined with other RPs to make it breeding length. SRPs count! 2 Points: Event ORPs. These are events run by Seaki only. The Rules of ORP will be posted in the first post. x? Points: Multipliers will happen occasionally, allowing for whatever RPS done during that time period to be worth times that many points. Usually doesn't go beyond x2, but higher may happen periodically.
Everyone starts out as an apprentice! There are a few exceptions to this rule, of course. Everyone is learning a trade and they have to be good at it to no longer be considered an apprentice. Some are short, and some are long, it depends on the career your character has decided to take. There is a system to be followed - remember, all ranks are RP required to be promoted. This is not meant to hinder you in any way, but to encourage RP! All newly joining adols will begin as apprentices, and Adults may start as a Spotter, Tinker, Seeder, or Assistant.
New Litters should be posted by one of the parents of the litter, or at least someone involved in the family. This is done to keep track of new born members that are in the colony as well as so Seaki can keep the owners list completely up to date!
[size=18][b][color=#669933]Father x Mother[/color][/b][/size] [size=11][b]Name:[/b] [url=IMAGE]NameHere[/url] [b]Owner:[/b]
All ranks are RP required, and each rank has a certain amount of RPs to obtain that rank. If you aren't sure, please check the Ranks Posts to see what ranks are available to you. RP Links are required!
Please let me know if your character is official leaving the colony. This does not mean they're joining a caravan, or temporarily leaving the colony. This is "I'm definitely, completely leaving forever" type of situation!
[size=18][b][color=#669933]Off to Greener Pastures![/color][/b][/size] [size=11][b]Name:[/b] [url=IMAGE]NameHere[/url]