Northern Stars - Shell Society

The Shell Society is a group in the Northern Stars roleplay.

Hub page: Link

Current thread: Link

About
The Shell Society is a direct democracy with one “leader,” whose title is the Representative. The Shell Society lives on an isthmus connected to the shore by a sandbar. Names in the Shell Society are similar to a first-last name; their last name is their family name. (e.g. Leo-Zodiac)

The Representative is the only high position in the Shell Society. They take care of day-to-day issues and diplomatic affairs with other clans. They also are trusted to make urgent, split-second decisions for the Shell Society, while other decisions are voted on by the people of the Shell Society. Representatives hold a term for 6 moons (6 months) before a group-wide election is held. Usually, Representatives are Councillors from influential families.

Adult cats make up the bulk of the Shell Society, and are considered adults from 8 to 45 moons. They live in their family’s den, and if they find a soulmate, they will then either have their mate move to their den, or vice versa.

Each cat is assigned a job by the Representative at the age of 8 moons. Pregnant or nursing she-cats are called “Flowers,” and give birth in their family den.
 * Councillors are essentially politicians. They are the ones who run for Representative, and they often argue with each other. They have a tendancy to protest and/or lobby for matters outside the Burrow in attempts to help and gain favour with the group. Sometimes the Representative will appoint a Councillor to help them with a job they need done. Normally there is 1 Councillor per family den.
 * Hunters are cats who hunt for food. After they catch fresh-kill, they either take it to their family den or trade it outside of the Burrow. Usually there are about 2 or 3 of these per family den.
 * Gatherers gather herbs and novelties from the shore, as well as den-building materials. Some families hold their own beliefs towards worship/StarClan and so they will request for a Gatherer to find an item for them somewhere.  Occasionally, Gatherers will trade with each other for other findings or prey. Normally there are 1-2 of these per family den.
 * Guards protect either their den or the island's land bridge. They’re very well-trained in reading the tides, and can let a cat going ashore know if the tides will rise soon. They also protect cats from muskrats that will swim ashore. Additionally, guards will aid a cat or kitten, should they get caught in a tide or in a muskrat hole. Occasionally, they will be assigned a position by either a Councillor (towards their favor) or the Representative. Normally 1-2 per family den.
 * Healers work at the infirmary. They receive some herbs that Gatherers collect, amongst other things to help soothe sick or injured cats and cure them. Normally 1-3 per family den.

Kittens are cats under 8 moons. When they turn 8 moons, either the Representative or their family’s councillor will assign them a job.

Territory
The Shell Society is a coastal isthmus that more or less represents an island, with a small land bridge connecting the island to the mainland.

At the edge of their territory is a meadow, which leads right up to where the forests begin. Eventually, the small meadow gives way to steep, rocky cliffs. Those cliffs lead towards the thin, winding shore. At one point, farther south, the cliffs cut off the beach; on the other side of the protruding cliffs is Twolegplace. Towards the middle of the beach is the sandbar that connects the island to the shore. The sandbar is exposed at low tide, and washed away at high tide. Along the coastal sides of the island, muskrat holes and litter have been spotted.

Within the island itself are large, individual family dens. The family dens can contain up to 15 cats at one time, depending on the size of the family and cats living within them. Where the trees begin to clear out, a tree with an old muskrat hole at the base is where the Burrow is located. To the left of the Burrow is a large, fallen log where the Infirmary is located. In the clearing, some cats are walking around, attempting to trade extra fresh-kill, herbs, berries, rocks, and other novelties.

Along the shore are various spots for fishing, which is what sustains the cats living on the island.

History
The Shell Society started off as a Clan called TideClan who prospered on the island. Years later, though, a tyrannical leader rose to power and started a line of corrupt leadership, plunging the Clan into a dark age. Eventually, some cats retaliated against the tyrannical rule, and a revolution begun in the group; those who remained loyal to the leader were overthrown and driven off the island.

Free to improve their lives, the cats disassembled TideClan and established the Shell Society, which prided itself on its democratic views and lifestyle. The Society has lived in relative peace since then, maintaining diplomatic relationships with the other groups.

Recently, pollution and muskrats have started to cause minor issues in and small changes to their ways of life.

The tyrants of the former TideClan are now a wandering band of rogues in the forest outside of Society's territory.

Representative
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Family 1
cat name (job/rank) - description (played by roleplayer)

Family 2
cat name (job/rank) - description (played by roleplayer)