Rise to Ruin - A Rogue Clan Challenge! ( UPDATED VERSION )
Nov 10, 2016 17:30:16 GMT -5
Post by ♣ ѕησωѕρσтѕ ♣ on Nov 10, 2016 17:30:16 GMT -5
- RISE TO RUIN -
B A C K S T O R Y
You are a Clan cat belonging to a Clan of your choice. As an apprentice, you had always wondered what it was like to run away and start again; to do what ever you wanted to do whenever you wanted to do it, rather than follow the orders of a Leader or a Deputy or your mentor. Now that you're a warrior, you have a little more freedom: you're allowed to leave the camp when you like, and you don't have to march out on training sessions at ungainly hours of the day, so you have time to rest and contemplate. One day, your old Clan Leader loses her ninth and final life, and joins the ranks of StarClan. The Clan deputy, a cat who you've always felt hated you for some unknown reason, becomes the new Leader. The first patrol the Leader sends out consists of you, the newest apprentice Robinpaw, and two of the new Leader's closest friends. You admit to Robinpaw your distrust of the older warriors, and the young apprentice agrees with your opinion. The two of you remain wary throughout the duration of the patrol through your Clan's territory, and to you it feels as though the two warriors are watching your every step with malice in their eyes.
You are about to start heading back to camp when you hear Robinpaw's agonised shriek from somewhere behind you. You spin around, your claws out, and the sight that greets you chills you to the bone. The two warriors who accompanied you and Robinpaw on your patrol have the small apprentice pinned to the ground. Blood gushes freely from a fresh, open wound in the little cat's neck. Robinpaw's body twitches and jerks, her paws flailing uselessly at empty air while a gurgling whimper-like wail escapes her open jaws. Frozen in shock, all you can do is stare with wide eyes. The sheer horror paralyses you, and you are unable to move a muscle. The larger warrior, a muscular dark tabby, digs his claws cruelly into the dying apprentice's flanks. Robinpaw's body shudders one final time before it goes completely still. The lean ginger warrior hisses through bared teeth, flashes you one final gloating look and sprints off into the undergrowth; the dark tabby follows close on his heels.
You have three choices: you can follow the warriors back to camp and hope that you catch them before they make it, or perhaps even pass them and raise the alarm; you can remain by the apprentice's corpse and wait until another patrol arrives, then attempt to explain exactly what happened; or you can just run. If you chose to follow them, there's no doubt in your mind that the two warriors who murdered Robinpaw would reach the camp before you and tell everybody that you were the one who killed her. You would either be executed or exiled.
You decide to run.
Flashing one lingering, sorrowful look to Robinpaw's body, you turn tail and race away into the long grass. As you run, you vow silently that you will get revenge one day. You raise your head to the stars and deliver a silent promise that you will come back with a band of warriors of your own and chase out the filthy, lying, murdering scum from your Clan and cleanse the forest once and for all, no matter what the cost.
R U L E S
1. For the random number generator, use RANDOM.ORG.
2. When you start this challenge, you have to have unlocked all the pelts available to buy from the store, with the optional additions of the kittypet pelts. Make sure you have also unlocked all the different Clans.
3. Your cat starts off as a warrior.
4. Your cat can only get a mate and kits after they have lived through each of the four seasons at least once, and you have 14 or more cats in your rogue camp.
5. You cannot place more than nine thickets per day.
6. Build two camps: one as your main one, and another camp for emergencies that could happen through the randomised events. These two camps have to be on separate territories. For example, you can have one camp on RiverClan land and another on ThunderClan land as long as they are at least two or three tiles away from one another.
7. There is a "Reputation" system in this challenge! Certain randomised events can either raise or lower your Reputation levels with each of the Clans. When your Reputation level with a Clan reaches 100, then that Clan has officially begun to recognise you and your warriors as a Clan of your own, and at a Reputation level of 150, that Clan becomes your ally.
8. You are only able to freely add cats to your camp within the first three days of you either beginning to build your camp or completing it. After that, you should only add cats when the randomised events tell you to do so.
9. Kits become apprentices after two seasons; apprentices become warriors after three seasons; warriors retire after 12 seasons.
10. Your cat will be approved by StarClan after their first two seasons at the head of their Clan, so they can have nine lives. Once your cat dies nine times, you play as your deputy. If you do not have a deputy, play as one of your previous cat's kits, or their mate. If you lack a kit or mate, create a new cat entirely and pretend you were elected as the next leader. The new leader will be aided by the spirit of the original leader, the first cat you created, as they attempt to further the growth of your Clan; your original cat is the StarClan warrior who appears to the new leader in their dreams to deliver prophecies and warnings.
11. Your Clan can either have traditional Clan names ( Sorreltail, Frogpaw, Swansong, etc. ) or rogue names ( Flint, Dark, Rose, etc. )
12. The challenge is only truly over when you want it to be, unless of course you've had all your cats killed, upon which you have the option to either restart the challenge, or just continue playing as you usually would ( without the involvement of the challenge ).
13. If you want to focus on the storyline of this challenge, you could keep track of the cats in your Clan by filling out forms with their details on them, or keeping a Clan heirarchy.
H O W T O P L A Y
1. You begin the challenge as a warrior from a Clan of your choosing; if you like, you can start as an apprentice to live through the backstory ( do this if you are creating a CYOA or screen-shot journal of the challenge ).
2. Get your cat exiled and search for a place to set up camp; the ideal campsite for this challenge would be a tile in any territory that Clan cats appear in. If you want a harder challenge, set up in a place like Sunningrocks or the South of Fourtrees. But if you want to choose an easier option, Southeast of Fourtrees would be a good option, or ThunderClan's forest if you want trees in your camp.
3. Spend no more than three seasons building your camp. After that, the challenge begins for real. Make sure your camp fills up the vast majority of the tile, however, unless you want to take the challenge further and expand gradually over time.
4. Lay your camp out like a traditional Clan camp! Your den would be the Leader's den; then you must have a warriors' den, an apprentices' den, a nursery, an elders' den, a medicine den and other, slightly less important ( which is the reason why the following are optional ) dens such as: a prison ( perhaps for Clan cats you capture? ), a Deputy's den ( if you don't want your Deputy sleeping in the same den as the regular warriors ), a spare den for storage ( storage of apples, pebbles, feathers, spare brambles, etc. ) and guard stations ( tiny, one-space dens placed at the entrance(s) of your camp for the guards to shelter in ). You should also assign a tile as a "graveyard". Bury some moss in this tile each time one of your cats dies and mark it with a smooth stone. If you lose all nine of your lives, when you resume the challenge with your new cat, bury a piece of moss and mark it with a shiny thing as the grave of your previous cat.
5. Once your camp is complete, you can start adding cats. Hurry, however, because you only have three days to recruit as many rogues as possible.
6. When you have your completed camp and your first Clan members, you must start stockpiling. And that means fresh-kill, herbs, brambles, pebbles, feathers, everything. There is a use for everything in this challenge, and the more you have of everything the longer you will have a healthy, functioning Clan. Dispose of all materials you use during the daily events by throwing them onto the thunderpath, or burying them and using them as border markers. You aren't allowed to bring back more than 9 pieces of prey a day.
7. At the end of the season, the challenge begins for real. Now you may start using the randomised events to determine whether your Clan shall rise or fall. Randomly generate an event each day, or if you'd rather, every two days.
8. On the second day of every season, you must deliver an offering to StarClan in order to keep their favour. Visit a special location on the map that is at least three tiles away from your camp and bury a shiny thing there. For this, you could use the Thunderpath tunnel, the lake with the island in the middle of it in ShadowClan territory, the waterfall in RiverClan territory, or Snakerocks in ThunderClan territory.
9. Visit every Gathering! Each Gathering you visit gives you +2 Reputation with all four Clans, and asserts your right as the Leader of your own Clan. At the Gatherings, you have an opportunity to use any experience points you have gained to increase your special skills with Tune the rogue trainer. You may only do this on Gathering days.
10. You are forbidden from hunting during Leafbare unless specified by one of the events; the same goes for taking food from the Carrionplace.
R A N D O M I S E D E V E N T S
Now, here's the fun part! Make sure you have your random number generator open, and set the minimum/maximum numbers as 1/60.
1. In your dreams, you hear the crash of thunder in the sky, accompanied by mournful wails. The following day, one of your patrols returns with the news that one of your warriors perished on the thunderpath after being hit by a monster. Remove one warrior from your camp.
2. ThunderClan has declared war against you after catching your warriors over their borders on multiple occasions; they plan to drive you and your followers out of the forest, thinking that you are just a rogue group wanting to steal their prey and attempt to take over territory. Fight ten ThunderClan patrols on your borders and win in order to prove your strength! Minus 7 Reputation with ThunderClan.
3. One of your apprentices ( or a young warrior, if you have no apprentices ) accidentally eats a piece of crowfood, and falls gravely ill. If you have at least five herbs, the apprentice lives, but isn't able to go on patrols for the next season so they can recover. If you don't, roll out of 5; 1,3 or 5 means that the apprentice passes away, and 2 or 4 means that they miraculously survive their illness and begin to recover on their own.
4. A kittypet is found wandering in your territory by one of your warriors, and asks to join your Clan when brought before you. You agree to accept them as an apprentice. Add one cat to your camp.
5. You find the rotting carcass of a squirrel outside your camp, and the air reeks of ShadowClan scent. Take a group of warriors and confront a ShadowClan patrol, severely injuring but not killing them. Minus 3 Reputation with ShadowClan.
6. A hunting patrol returns from their expedition, without any prey but accompanied by a shivering WindClan kit. One of your queens ( if you have none, one of your female warriors ) takes pity on the poor thing and agrees to shelter him for the night, after he has been fed. The next morning, you take the kit back to the WindClan border and wait for a patrol, who you explain the situation to. The patrol thanks you and takes the kit back to camp. Plus 5 reputation with WindClan.
7. One of your kits ( or apprentices, if you have no kits ) expresses interest in becoming a medicine cat. You take them to the Moonfalls where you are visited by a member of StarClan. The spirit attaches itself to the kit and regularly visits their dreams for the next season, teaching them the ways of herblore.
8. You catch a severe illness, and must be treated ( throw away three herbs ). Roll out of 2 to determine your fate; if it's 1, you pull through, but if 2, you lose a life due to the inefficiency of the herbs you were given.
9. One of your warriors on guard duty abandons their post in the middle of the night. The other warrior on guard refuses to tell you what they saw, if they saw anything. Remove one of your camp guards; if you don't have any guards, remove a random warrior.
10. A StarClan warrior appears to you in your dreams, and informs you that RiverClan's medicine cat has been very unsuccessful in finding herbs recently. Take three of any herb to a RiverClan battle spot and leave them there for a patrol to collect. Plus 3 Reputation with RiverClan.
11. You dream of a dark clearing, and glowing eyes. StarClan delivers no sign tonight.
12. One of your warriors acts suspiciously, and begins vanishing from camp at the same time each morning. You follow their trail to your border and stumble across them meeting a cat from your old Clan. Upon their return to the camp, you confront them, and learn that your old Clanmate wanted to leave their Clan to find you, as they were uncomfortable under their Clan's new leader. Remembering your promise all those moons ago, you allow them to join your Clan.
13. A ShadowClan warrior is found on your border, wishing to speak with you. They have brought prey from their Clan as a token of good faith under the orders of their deputy. Plus four reputation with ShadowClan.
14. StarClan permits you to hunt one space further than your borders for the duration of three days.
15. One of your female warriors announces that she is expecting kits! Remove one female warrior from your warriors den, and add one cat of the same colouring to your nursery.
16. While out with his mentor, one of your apprentices falls out of a tree and dislocates his hind leg. Your medicine cat manages to put it back into place, but the apprentice's injuries prevent him from graduating for another season.
17. Two of your kits go missing! A rogue is spotted fleeing the camp, and your warriors give chase. Roll out of 2 to see how many kits are recovered. If you have no kits, one of your senior warriors is gravely injured and will have to be renamed accordingly.
18. A dog is spotted in your territory. No apprentices are to leave the camp for the remainder of the season, and you order an increase in the amount of patrols. Take at least two patrols out each day, every day for the rest of the season, and battle anyone who stands in your way.
19. StarClan is silent, and your day is uneventful.
20. Two of your younger warriors get into an argument in the middle of camp over who gets a certain piece of freshkill. The two of them are placed on apprentice duties for a season and are forbidden from leaving camp for the next three days.
21. RiverClan and WindClan get into a violent dispute over their borders, and your warriors alert you to the commotion. Take a patrol to one of the battlegrounds between the two Clans, and choose which Clan to aid. Attack only the warriors of the Clan you do not wish to support, and once they are either injured ( the red flashing state ) or driven off, abandon the battleground. Plus 5 Reputation with the Clan you helped and minus 5 with the Clan you fought off.
22. After patrolling your borders for a long while and fighting off two enemy patrols, you gain one tile of territory immediately next to any others you have.
23. You dream of blood; of agony and suffering. You stand upon a rock, beside a dark silhouette standing tall and alert, and witness it yowl out a battle cry and leap into the bloody fray. The next day, you understand that it is high time to appoint a deputy. Choose one cat as your deputy; understand that if you lose all your lives before you acquire a mate and kits, this is the cat you will play as, so choose wisely.
24. One of your queens gives birth! Add some kits to your nursery ( 4 or less, depending on how many arrive during the night ). If you have no pregnant queens, a warrior discovers the corpse of a she-cat and a litter of kittens hiding within a nearby thicket, and brings them back to the camp.
25. StarClan bids that you visit a Clan's recruiter with a gift, in order to gain favour with their Clan. Take three pieces of prey to one of the four recruiters. Plus 3 Reputation with whichever Clan whose recruiter you visited.
26. You feel nostalgic, and pay a visit to the lands of your former Clan. Spend the day in that Clan's territory, but do not hunt or gather herbs.
27. There is a shortage of prey within your territory, so your warriors begin to visit the Carrionplace in search of prey. The tainted prey causes a dreadful sickness to begin spreading within your Clan; if you have a medicine cat with at least twelve herbs, your warriors recover. If you don't, roll between 1 and however many warriors and apprentices you have to see how many of them die.
28. Your main water source has dried up ( if Leafbare or Leaf-fall, it has frozen over ), so you must travel even further from your camp in order to collect water. Visit the new water source once a day for the next four days with a patrol.
29. One of your elders dies in their sleep. Remove one of the cats in your elders' den from your camp; if you have no elders, chase off a senior warrior.
30. Your medicine cat takes on an apprentice! You accompany the two of them to your sacred place and spend the night there.
31. Numerous patrols report sightings of strange metal objects in your territory, and a few days later, two-legs storm your camp, snatching up as many cats as they can get their hands on. Most of your Clan members are captured, but you manage to escape with two of your warriors, your deputy, your medicine cat, an apprentice ( the medicine cat's apprentice if you have one and would like to keep both of your medicine cats ) and a pregnant queen. You retreat to your back-up camp ( sleep as many days as you need to in order to attract as many cats as were in the group that escaped with you ) and hide there for the remainder of the season. Upon the turn of the season, return to your old camp. Once again, take as many days as you need to in order to attract the cats who escaped with you ( ensure they have the same pelt colours ).
32. Your deputy vanishes in the middle of the night, without a trace.
33. One of your apprentices shows extreme promise as a warrior, and is allowed to graduate one season early.
34. Your dawn patrol encounters ThunderClan's leader by your border. Upon arriving at your camp, he pleads for your help; a group of rogues who have set themselves up at the Snakerocks and are terrorising the camp. Take a patrol to the Snakerocks and fight off any patrols from the other three Clans who stand in your way. Spend the day at the Snakerocks with your warriors and return when night falls. Plus seven Reputation with ThunderClan.
35. One of your younger warriors comes up with a brand new fighting technique! Take a special trip to visit Tune and level up one of your skills.
36. You sprain a leg while hunting, and are forced to remain in camp for the day to rest your muscles.
37. Other predatory animals have chased off most of the prey in your territory. No matter what season, you are prohibited from hunting for the next three days.
38. RiverClan warriors who refuse to accept you as the Leader of a Clan assault one of your patrols, taking them by surprise. Roll out of three to see how many of your warriors die from their injuries. Minus 3 Reputation with RiverClan.
39. One of the oldest apprentices overhears some of the kits in the nursery ( if you have no kits, then use the newest apprentices ) talking about wanting to sneak out of camp because they have nothing else to do. Bring back three feathers, three stones and three apples for them to occupy themselves with.
40. While out on patrol, one of your apprentices ( if you have no apprentices, a young warrior ) falls into a deep pond / river. If you have a medicine cat and at least three herbs, you are able to save them. If you do not, they die of hypothermia.
41. Your medicine cat is murdered while out collecting herbs. If they have an apprentice, take them to your Clan's sacred place so they can assume the position of full medicine cat. If they don't have an apprentice, one of the kits expresses an interest in succeeding them.
42. A fox attacks your camp in the middle of the night, thirsty for blood. One of your apprentices, who happened to be awake at the time, raises the alarm and attacks without waiting for backup. Roll out of three to see whether or not they survive the ordeal. If a 1 is rolled, the apprentice emerges unscathed from the battle after successfully driving the fox straight into the claws of your warriors; if 2, backup arrives but the apprentice suffers disfiguring injuries ( a lost eye, a missing tail, a broken paw, etc. ) and must be renamed accordingly. If 3, warriors chase off the fox and discover the lifeless body of the apprentice, bloody and mangled, in the entrance to the nursery ( in this case, remove one apprentice from your camp ).
43. A kit wanders out of camp. After finding them, it is discovered that they've eaten deathberries. If your Clan has a medicine cat, roll out of 2 to see if the kit dies or survives. If 1, they die; if 2, the medicine cat is able to save them. If you have no medicine cat, the kit dies, and you must remove one from your nursery. However, if your Clan has no kits, one of your apprentices finds a clump of deathberry bushes while on patrol, and warns the rest of the Clan about it. Avoid one tile of territory for the rest of the season.
44. Warriors from an enemy Clan sneaked into your camp during the night and ravaged your storage den, taking everything they could get their paws on. Remove everything from your storage den ( or all the miscellaneous items, such as stones, feathers, apples, shiny things, spare brambles, moss, etc. from wherever you keep it ) and dispose of it. Minus 3 reputation with a Clan of your choice.
45. Your dreams predict the death of one of your warriors. In two days time, one of your warriors is killed in a battle with WindClan. Chase off one warrior from your camp, and fight three WindClan patrols to exact your revenge.
46. StarClan grants you one tile of territory immediately next to any you currently have.
47. Hunting is poor for the next few days. You may only bring back three pieces of prey a each day for the next four days.
48. Your medicine cat confesses that they had a disturbing premonition the previous night. Accompany them to acquire three of each herb, and spend the night at your sacred location with them so they may consult StarClan.
49. A senior warrior collapses suddenly, begins to cough up blood and dies before any help can arrive. A strange illness is discovered, and the body is buried far away from camp to avoid any spread of the disease. Remove one warrior from your camp, and set up a grave at least three tiles away from your camp. Build a memorial in your graveyard.
50. One of your younger warriors gets into a scrap on the border with a member of ShadowClan over a piece of prey. Despite it being killed by a ShadowClan warrior, the head of the ShadowClan patrol graciously offers it to your Clan as a token of good faith, and as an apology for the rash behaviour of their young warrior. Plus two Reputation with ShadowClan.
51. An apprentice is caught sneaking out of camp. You discipline them and they aren't allowed to graduate for another season ( add one season onto however many seasons the apprentice has left until they become a warrior ).
52. Prey is plentiful this season! For the remainder of the season ( if you're on the last day of the season, continue this into the 5th day of the next season ), you are allowed to bring back an extra three pieces of prey each day!
53. Your medicine cat has been acting suspiciously. Roll between 1 and 6 to see if you can figure out what they've been doing. If it's 1-3, you discover that they have just been more stressed than usual, and their unpredictable and unusual behaviour is a result of over-exhaustion. If 4-6, you find out that they have been sighted in enemy company; your warriors insist they must be exiled from the Clan, and you agree.
54. One of your apprentices or young warriors realises that Clan life isn't for them, and runs away.
55. You hear yowls and hissing while out in your territory, and follow the noise to the scene of a skirmish. A humongous, battle-scarred tomcat stands his ground against three WindClan warriors. He successfully fights them off, having the upper hand in strength and, from what he demonstrated, battle experience. You confront him and ask him what he is doing there, and he explains that he came upon request of one of your warriors, one of his old friends, after encountering them a few days prior. Add one cat to your warriors den and give him a strong, powerful name that mirrors his battle experience and overwhelming size ( Lion-, Tiger-, Boulder-, Bear-, Stone-, etc. ) If this is rolled more than once, any time after the first, a loner wanders into your territory and asks to join your Clan.
56. All the prey has seemingly vanished from your territory. None of your warriors are able to find anything to eat other than a few meagre scraps. Roll between 1 and 10 to see how many pieces of prey you are permitted to catch this season.
57. A terrible sickness is coming through the camp in waves. If you have a medicine cat and at least 6 herbs, your Clan only sees a few minor cases which are quickly treated and cured. If not, roll out of 3 to see how many warriors must be removed from camp.
58. One of your patrols discover traces of ThunderClan warriors on your territory. Take a patrol to the edge of ThunderClan territory and fight off two of their patrols. If any patrols from other Clans attack the ThunderClan warriors, plus 2 reputation with each Clan who joins in.
59. In your dreams you smell fear, and hear the panicked mewls of a kit in distress. The piercing golden eyes of an owl burn into you from a distant tree. You wake up to terrified wailing. Upon venturing out of your den you see your Clanmates crouching in the shadows, underneath any shelter they can find, eyes all trained on the sky. An owl circles the camp, swooping occasionally to try and snatch up anything that moves. A kit falls out from the nursery and the owl dives, catching it in its talons. Roll out of 4 to see if the kit is recovered: if 1, you or one of your warriors leaps into the air before the owl can rise too high, and stops it from ascending any further, causing it to release the kit in frustration; if 2, your warriors attempt to reach the kit, and successfully latch onto the owl's feathers, but the kit is shaken viciously out of the owl's grasp and flung to the ground, breaking its hind legs ( in this case, you can choose to rename the kit accordingly; this kit will never become a warrior ); if 3, the owl rises too high and the warriors fail to reach the kit; if 4, one of your apprentices scrambles up a nearby tree ( if there are no trees nearby, pretend there's a large rock or cliff ) and manages to land on the owl's back, sending it spiraling to the ground. In this case, the kit is recovered, and the owl is killed, providing the Clan with a substantial meal.
60. A queen gives birth, but dies after she loses too much blood. Add no more than 3 kits to your nursery, and remove one of your pregnant queens.
A D D I T I O N A L N O T E S
I hope you guys enjoy this! You might've seen this challenge floating around before, published under a guest account, so I should probably clarify that I lost the password to my main account, and so I had to publish it underneath a guest account. I figured out the password to my actual account a while ago, and remembered that I had planned to re-do this challenge. And so, here it is! If anybody has any ideas that they would like added onto this, just let me know and I'll be able to work something out, because I plan to update and expand the challenge in the future.
Also, if anybody decides to create a screenshot journal or CYOA based off of this challenge, shoot me a link and I'll definitely check them out! I'm thinking about doing a screenshot journal for this sometime in the future, and when I finally do, I'll link it on this page.