Post by Marrowbone on Sept 25, 2009 22:00:07 GMT -5
If you had a hand in making the layouts for the roleplay campsites, please add your descriptions to this post! This would be Hawkie for PewterClan, mostly, as Masquerade and Maple are no longer around. I'll try to find their old descriptions of their camps. I'll also try to point out some landmarks I know of. If you're a manager and know of another landmark, feel free to add it.
Thread created because I really need to explain the Circuit's quarters. I might not get to describing CrescentClan immediately, but I will soon!
DuskClan- Retrive information
CrescentClan- Marrow
PewterClan- Hawkie
MapleClan- Retrive information
RiverHill- An island sits in the river that parts the Valley in the center of the territories, forming a bowl in the land sheltered by a ring of foliage. A fallen tree sits at one side, where the speaking leader sits in it's branches while the others wait on the trunk and the deputies watch from the base.
MoonCave- The MoonCave can be found at the far side of the mountain, near the DuskClan and PewterClan camps. A short tripe down the tunnel brings you to the Star River, which flows from a dark passage cut into the walls.
Loner's Meadow- The space not claimed by any other faction. Near by the location of the town and the Circuits, a pond houses Water Sprite and Lilies on the surface, and Frogs, Turtles and Geese as residents.
Rogue Canyon- A large, dry scar in the earth big enough to house three rival Rogue factions and countless cats without particular affiliation. The river that comes down from the mountain has cut a deadly gorge on the Eastern side. This river is the same that the Star River stems from.
Kittypet Streets- A rural place, where large farms abound around the outer limits.
Circuit Board's Barn (Backstory included)- Not far past the human fields, on a little hill sits the barn the Circuits live in. It is occasionally visited by humans who seem to have no idea the odd cats live beneath it. The barn rafters and hay lofts are popular perching areas to watch the daily goings-on of the home activity for the Circuits, as well as great vantage points for whenever Clopar adresses the group from the top of the dusty old tractor.
To get to the tunnels below, one need only push aside the right stone in the cobble wall. Unlike the Rogue tunnels, these are not natural stone, they are edged by large stones stacked prescisely to make the walls and are spaced with regularly maintained torches. There are endless combinations of different tunnels for you to take, and only those specifically shown seem to get it right and find the living quarters.
The tunnels are centered in a very large, open chamber that sections into small rooms where most Circuits like to live and nest. Many of the merchants gather in this main chamber to barter for they goods they find. Clopar's den is slightly above it, up a thin, crumbly stairway where it's set into the wall and guarded by a door. It's always locked and no one's ever gotten in there, so don't try.
Other random rooms are found throughout the network of tunnels, and tend to contain decade-forgotten toys, gadgets and trinkets. With the help of neighboring ferrets, some very odd appliances can be down here, as well.
Even though it's difficult to make it to the inhabitted parts of the tunnels, it seems like none have died down here. You could walk for hours, down any path, and make it back to the entrance without fail. Either the tunnels are all connected, or it's another mystery of how the Circuits work.
*Before the Valley*
Any elder cat who was born to Circuits will tell you that not but a few years ago, they hadn't known the Valley even existed. It's said that the Circuits were homed in a totally different territory, near a different human city, near different lone forest cats. Back then Clopar was a cat that nobody knew to well, who lived amongst them but usually spent of his time disappearing in the tunnels. But, once, Clopar came and told them that he had discovered a different part of the tunnels. And true enough; It led to the current Circuit residence and the Valley of the Clans. The Circuits had then packed up and moved to where they live today. Due to Clopar's knowledge of the area and his advanced level of trickery, it slowly came to be that he was their leader.
The way back to the old place they lived? It's since been lost. No matter how many different passages they take, everyone who tries to find it just gets sent back to the barn. </badwriting>
The Unknown- Past the human residences and a large clear lake, there lies unclaimed territory free of cats. Ferret burrows are in the fields, and Circuits are often around to make deals with the little Mustelid businessmen.
Thread created because I really need to explain the Circuit's quarters. I might not get to describing CrescentClan immediately, but I will soon!
DuskClan- Retrive information
CrescentClan- Marrow
PewterClan- Hawkie
MapleClan- Retrive information
RiverHill- An island sits in the river that parts the Valley in the center of the territories, forming a bowl in the land sheltered by a ring of foliage. A fallen tree sits at one side, where the speaking leader sits in it's branches while the others wait on the trunk and the deputies watch from the base.
MoonCave- The MoonCave can be found at the far side of the mountain, near the DuskClan and PewterClan camps. A short tripe down the tunnel brings you to the Star River, which flows from a dark passage cut into the walls.
Loner's Meadow- The space not claimed by any other faction. Near by the location of the town and the Circuits, a pond houses Water Sprite and Lilies on the surface, and Frogs, Turtles and Geese as residents.
Rogue Canyon- A large, dry scar in the earth big enough to house three rival Rogue factions and countless cats without particular affiliation. The river that comes down from the mountain has cut a deadly gorge on the Eastern side. This river is the same that the Star River stems from.
Kittypet Streets- A rural place, where large farms abound around the outer limits.
Circuit Board's Barn (Backstory included)- Not far past the human fields, on a little hill sits the barn the Circuits live in. It is occasionally visited by humans who seem to have no idea the odd cats live beneath it. The barn rafters and hay lofts are popular perching areas to watch the daily goings-on of the home activity for the Circuits, as well as great vantage points for whenever Clopar adresses the group from the top of the dusty old tractor.
To get to the tunnels below, one need only push aside the right stone in the cobble wall. Unlike the Rogue tunnels, these are not natural stone, they are edged by large stones stacked prescisely to make the walls and are spaced with regularly maintained torches. There are endless combinations of different tunnels for you to take, and only those specifically shown seem to get it right and find the living quarters.
The tunnels are centered in a very large, open chamber that sections into small rooms where most Circuits like to live and nest. Many of the merchants gather in this main chamber to barter for they goods they find. Clopar's den is slightly above it, up a thin, crumbly stairway where it's set into the wall and guarded by a door. It's always locked and no one's ever gotten in there, so don't try.
Other random rooms are found throughout the network of tunnels, and tend to contain decade-forgotten toys, gadgets and trinkets. With the help of neighboring ferrets, some very odd appliances can be down here, as well.
Even though it's difficult to make it to the inhabitted parts of the tunnels, it seems like none have died down here. You could walk for hours, down any path, and make it back to the entrance without fail. Either the tunnels are all connected, or it's another mystery of how the Circuits work.
*Before the Valley*
Any elder cat who was born to Circuits will tell you that not but a few years ago, they hadn't known the Valley even existed. It's said that the Circuits were homed in a totally different territory, near a different human city, near different lone forest cats. Back then Clopar was a cat that nobody knew to well, who lived amongst them but usually spent of his time disappearing in the tunnels. But, once, Clopar came and told them that he had discovered a different part of the tunnels. And true enough; It led to the current Circuit residence and the Valley of the Clans. The Circuits had then packed up and moved to where they live today. Due to Clopar's knowledge of the area and his advanced level of trickery, it slowly came to be that he was their leader.
The way back to the old place they lived? It's since been lost. No matter how many different passages they take, everyone who tries to find it just gets sent back to the barn. </badwriting>
The Unknown- Past the human residences and a large clear lake, there lies unclaimed territory free of cats. Ferret burrows are in the fields, and Circuits are often around to make deals with the little Mustelid businessmen.