Post by Deleted on Oct 22, 2019 0:30:35 GMT
When: Although 12 moons is the average age to be named a warrior, cats as young as ten moons may earn their warrior name without too much confusion, so long as they prove themselves deserving.
In the Warrior Cats series, when an apprentice is named a warrior, they have to sit vigil for a night. But FAD is way cooler than that and developed a special thing we'd like to call "Warrior Ceremonies"! Each clan has a unique ceremony based on their traditions and environment. After being named a warrior, your character will undergo one of these trials. While this is not mandatory, it is highly encouraged to write or role-play with your mentor.
Peakclan: New warriors will make the trek up the White Tops and to the tallest tree on their territory, The Ancient Keeper. The Ancient Keeper is a pine tree that was originally covered in the scratches of bears, but now also carries the mark of cats. This journey is a difficult one, and may even be life-threatening in LeafBare. Mentors are to stand back and give general guidance to their warrior, though showing them the way is not allowed. Upon reaching the Ancient Keeper, the warrior will leave their mark, thus truly earning their new name. It is optional to find an unmarked tree somewhere in the rest of Peakclan and scratch it as well, though this is more commonly done during their first patrol as a warrior. Every tree in Peakclan carries a scar, making territory lines easy to navigate.
Valeclan: Ahead of time, the mentor will venture out to Vulture's Landing and bury the bone of a marked in Vale's scent, somewhere in the dunes. Newly named warriors must bring back the same bone. This plot of territory is very dangerous to the unskilled apprentice due to the multitude of venomous creatures lurking around. These bones are added to a pile in the camp.
Gladeclan: Apprentices of Gladeclan who are deemed old enough to receive their warrior name are taken out into the woods to the fringes of the territory at night and told to find their way back to camp on their own: using only their training and senses to guide them. Along the way they may face disguised senior warriors who stalk them as ‘predators’, and their goal is to make it back to camp by dawn, and upon doing so are considered full warriors of Gladeclan.
Shellclan: In order to prove themselves ready to become a full warrior, Shellclan apprentices are given the task of fetching the egg of a sea-bird from their cliffside nests. They are allowed, and especially encouraged to work together if there is more than one apprentice ready to become a warrior - and older warriors are usually on standby in case anything were to go wrong. After they succeed, they sit vigil and can be called by their chosen warrior name. Shells of these eggs remain in camp for some time until they essentially crumble back into the sand or are washed away.
In the Warrior Cats series, when an apprentice is named a warrior, they have to sit vigil for a night. But FAD is way cooler than that and developed a special thing we'd like to call "Warrior Ceremonies"! Each clan has a unique ceremony based on their traditions and environment. After being named a warrior, your character will undergo one of these trials. While this is not mandatory, it is highly encouraged to write or role-play with your mentor.
Peakclan: New warriors will make the trek up the White Tops and to the tallest tree on their territory, The Ancient Keeper. The Ancient Keeper is a pine tree that was originally covered in the scratches of bears, but now also carries the mark of cats. This journey is a difficult one, and may even be life-threatening in LeafBare. Mentors are to stand back and give general guidance to their warrior, though showing them the way is not allowed. Upon reaching the Ancient Keeper, the warrior will leave their mark, thus truly earning their new name. It is optional to find an unmarked tree somewhere in the rest of Peakclan and scratch it as well, though this is more commonly done during their first patrol as a warrior. Every tree in Peakclan carries a scar, making territory lines easy to navigate.
Valeclan: Ahead of time, the mentor will venture out to Vulture's Landing and bury the bone of a marked in Vale's scent, somewhere in the dunes. Newly named warriors must bring back the same bone. This plot of territory is very dangerous to the unskilled apprentice due to the multitude of venomous creatures lurking around. These bones are added to a pile in the camp.
Gladeclan: Apprentices of Gladeclan who are deemed old enough to receive their warrior name are taken out into the woods to the fringes of the territory at night and told to find their way back to camp on their own: using only their training and senses to guide them. Along the way they may face disguised senior warriors who stalk them as ‘predators’, and their goal is to make it back to camp by dawn, and upon doing so are considered full warriors of Gladeclan.
Shellclan: In order to prove themselves ready to become a full warrior, Shellclan apprentices are given the task of fetching the egg of a sea-bird from their cliffside nests. They are allowed, and especially encouraged to work together if there is more than one apprentice ready to become a warrior - and older warriors are usually on standby in case anything were to go wrong. After they succeed, they sit vigil and can be called by their chosen warrior name. Shells of these eggs remain in camp for some time until they essentially crumble back into the sand or are washed away.