Sea Servals are most known for their selfish rogue personality and as the true pirates of the seas. Independent individuals who have no need or interest in other species. Find any Serval by the coast of the sea, and they're bound to be proud and alone. However, if one ventures even deeper in the unexplored depths of Eldemore, groups of servals flock together, their culture untouched for generations. The Tribe of Bubbling Sand is a family of Sea servals that look after one another in their own territory, surviving together for years.. That is, until the recent increasing encounters with the modern day rogue Sea Servals; The Outsiders.
Will you stay by our side? Or will you leave for the life of an Outsider?
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Roleplay rules
1) Follow Eldemore's Roleplaying rules.
2) You may have two characters maximum, but you're not allowed to be your own crush/mate.
3) No godmodding (auto-hit, mary-sue characters, etc.) or powerplaying (controlling other characters without permission)
4) No mini 1x1s, it's rude. Unless they're inactive, you must wait until everyone in the roleplay has posted. This prevents leaving others behind.
5) I encourage semi-lit here, so please try to write at least five sentences per post. I understand if you have writer's block, but it would be nice to have some good details to work with.
6) For every five ultra common/common/uncommon Sea Servals in the RP, there can be one rare/ultra rare Sea Serval. So if there are ten ultra common/common/uncommon Sea Serval characters, I will allow two rare/ultra rare Sea Serval characters in the roleplay. First come, first serve!
7) Please write 'To be or not to be a Pirate' somewhere in your profile so I know you read the rules.
8) As creator of this roleplay, I will sometimes play events or NPCs so to help integrate everyone in the roleplay. If you feel left behind or unimportant, please don't be afraid to speak up! I want everyone to play a part in this story.
9) Do not create huge events/plot twists without me. PM me first if you have ideas!
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The Tribe's Testaments
1. Defend the Tribe with your life.
2. Do not abandon the Tribe. Any subjects found going beyond the boundaries of the Tribe's territory without a scouting team will be considered as runaways. You may either receive a warning, or be treated as Outsiders.
3. The Retired, Queens and kits must be fed first before yourself.
4. Do not overhunt. The Sea is a gift, not a game.
5. Kits must reach 8 days to become an Apprentice
6. Newly Appointed Hunters or Scouts must stand vigil outside camp and guard it overnight.
7. The Tribe rejects the selfish life of of an Outsider.
8. Shun all Outsiders, for they were given a choice and they've already made it. If you are caught interacting with friendly terms with an Outsider, you will be treated as one and will be shunned as well.
9. When the Healer dies/retires/shunned, the Healer's apprentice is to be the next in line.
10) The Healer's words are part of the Testament.
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The Tribe's Rankings
Healer
The 'Medicine Cat' and the Leader of the Tribe
Bass
Healer Apprentice
The next-line as Healer, and the only apprentice that the Healer can ever have
[Closed until the roleplay has advanced a good deal]
Guard
The 'Deputy', the Second in command. Also acts the Healer's bodyguard.
Hunters
Those who catch prey for the Tribe and fend off enemies
Scouts
Patrols the border of the Tribe's Territory and the only ones who are trusted enough to cross them in order to expand the territory, find new hunting grounds or relocate the Tribe's camp.
Evra
Apprentices
To-be Hunters or Scouts depending on their abilities
Locke
Queens
Pregnant Servals or Servals who bore kits.
The Retired
Members of the tribe who are too old or handicapped to hunt or scout.
Outsiders
'Modern-day' Sea Servals who venture on their own.
The 'Medicine Cat' and the Leader of the Tribe
Bass
Healer Apprentice
The next-line as Healer, and the only apprentice that the Healer can ever have
[Closed until the roleplay has advanced a good deal]
Guard
The 'Deputy', the Second in command. Also acts the Healer's bodyguard.
Hunters
Those who catch prey for the Tribe and fend off enemies
Scouts
Patrols the border of the Tribe's Territory and the only ones who are trusted enough to cross them in order to expand the territory, find new hunting grounds or relocate the Tribe's camp.
Evra
Apprentices
To-be Hunters or Scouts depending on their abilities
Locke
Queens
Pregnant Servals or Servals who bore kits.
The Retired
Members of the tribe who are too old or handicapped to hunt or scout.
Outsiders
'Modern-day' Sea Servals who venture on their own.
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Areas
Camp
The Tribe's camp is inside of a ruined cruiser that sunk into the bottom of the ocean for decades.
Isle of Those Who Seek
Where Healers may go if called by the Ancestors of the Sea, and where Healer Apprentices go to receive their 9 lives blessing from the Ancestors once they are next in line. Healers and Healer Apprentices may meditate overnight in the Isle, and it takes a two day journey from camp to reach there. Healers and Healer Apprentices are to be accompanied by the Guard, or at least two Hunters or Scouts.
Hunting Grounds
Anywhere away from camp. Sea Servals can hunt fish, shellfish or otterlings.
The Tribe's camp is inside of a ruined cruiser that sunk into the bottom of the ocean for decades.
Isle of Those Who Seek
Where Healers may go if called by the Ancestors of the Sea, and where Healer Apprentices go to receive their 9 lives blessing from the Ancestors once they are next in line. Healers and Healer Apprentices may meditate overnight in the Isle, and it takes a two day journey from camp to reach there. Healers and Healer Apprentices are to be accompanied by the Guard, or at least two Hunters or Scouts.
Hunting Grounds
Anywhere away from camp. Sea Servals can hunt fish, shellfish or otterlings.
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Form
- Code: Select all
[b]Name:[/b]
[b]Age:[/b]
[b]Rank:[/b]
[b]Appearance:[/b]
[b]Personality:[/b] (No 'Will RP it out' please. This also shows me how descriptive you can be in the roleplay)
[b]History:[/b] (At least five sentences of backstory if a Tribe Member. No secrets because your character must be born and bred in the Tribe. If starting as a rogue, this is optional.)