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[Test-Tribe] The Cruor Tribe [Open!] Goto Page: 1 2 3 [>] [»|]

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NymiiNym
Crew

Shy Wife

PostPosted: Sat Aug 28, 2021 7:33 pm
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'Everybody is a book of blood; wherever we're opened, we're red.'


Welcome to Cruor, where everyone is welcomed for who they are.
And they will stomp out the world that tries to tell them otherwise.

The Discord

Owned by NymiiNym

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PostPosted: Sat Aug 28, 2021 7:50 pm
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  • Please ask before using the Cruor as inspiration.
    I put a lot of love and work into this tribe. Please consider that before directly mimicking aspects of this thread, Discord, and other Cruor features.
  • You can join via Discord or through PM. You must get approval to join.
    While it is preferred one uses the Cruor Discord to join or add members to the tribe, those who do not wish to join the Discord can PM me directly at NymiiNym. Please utilize either joining features to insert new foxes or add breeding kits into the tribe (the latter is for my personal logging).
  • Requests to enact plots that heavily affect and alter Cruor must be approved.
    Wars, direct antagonizing other tribes, plagues -- anything that affects the tribe as a whole needs to be approved. I have the right to deny any requests.
  • Cruor accepts most foxes but can banish for breaking tribe rules.
    The Cruor welcomes all foxes who are ready to devote themselves to the tribe and truly accept all members. They also are not a necessarily forgiving tribe and will imprison or banish those who severely break rules (sometimes following with violence).
  • The Cruor can be hostile towards other tribes, but plotting can work around this.
    DM/PM NymiiNym to discuss where your tribe stands with Cruor! They generally view other tribes as threats, but to those they ally with they are fiercely loyal.
  • You may contact NymiiNym on Discord or Gaiaonline.
    However please keep in mind I do not get on Gaiaonline unless for Modifoxes. I had quit prior, returning for the shop itself. You will have easy access to me on Discord, so if you want quick responses please DM me there!
  • Incest, *****, and rape plots are absolutely forbidden.
    There will be no room for discussion on these matters. Your character will be removed from the tribe.
  • The Cruor main thread is used for RP and announcements!
    The main thread is an ORP for all foxes within the tribe (with special threads opening if there's a particular story event that changes location). Those RPing in this thread will be within Cruor land and can interact freely with one another. Announcements will also be posted here. Check back on the most recent announcement, as the season and story will change ORP scenes.


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  • Do not seriously harm a tribe-member.
    Due to the nature of the tribe, skirmishes and minor fights are to be expected. It's not necessarily openly tolerated, but the Elder will not go after those who feud out of their side. Serious harm, however, is not only punishable but also often results in the offender(s) being banished/imprisoned/maimed as punishment. A Blood Moon has different rules, but reference the Ceremonies post to read more. Harming outsiders is perfectly acceptable!
  • Never harm a minor.
    Any kit, whether a part of Cruor or not, shall not be harmed. The punishment is severe and often vicious.
  • Obey the Elder's word as if it is the worlds law.
    The Elder is to never be defied -- their word is absolute law. The Elder is "generous" enough to allow foxes to remark, complain, or speak as they freely wish as long as they still obey their command.
  • Tribe and member secrets are sacred.
    Those who join Cruor do so to have a bond with their own kind. Secrets between the tribe and tribe members must always be guarded unless a fox wishes to be imprisoned.
  • Always put the tribe and its members before all other desires.
    Always put the tribe before all in life.
  • All members must receive their mark upon aging.
    [This is not in play until the tribe is official.] All members must have the Cruor mark upon their bodies.
  • Do not bring outsiders to the tribe without first receiving permission.
    This includes prisoners, visitors, or new members. Head to a watch point and flag down a Guard, who will send a Scout quickly to the Elder and receive permission. Stolen kits are exempt from this rule, but must immediately be brought to the Elder.

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NymiiNym
Crew

Shy Wife


NymiiNym
Crew

Shy Wife

PostPosted: Sat Aug 28, 2021 7:51 pm
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  • September 17th, 2021: Cruor is re-opened!


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  • July 6th, 2010: Cruor's second iteration ended up closing! This is the furthest back I can find information on the tribe.

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PostPosted: Sat Aug 28, 2021 8:13 pm
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    The Cruor understands that society shuns those who do not fit within the standard mold -- the abnormal, the violent, the deranged. The world has rules, both visible and not, that forces a sense of general morality and way of being that Cruor rejects. For Cruor, the freedom to live as you are is a basic right, worth fighting for. As a result, all foxes are welcomed in Cruor, with their arms open for those turned away by the general masses. The lonely, the hurt, the murderers, the villains -- they have a home within Cruor, as long as they help further the freedom of their own and remain loyal to Cruor as a whole.

    Cruor understands wholeheartedly that not everyone is good, and that's more than accepted; it's celebrated. True freedom, the repeated philosophy of the tribe, is being who you were born to be. Goodness is not, to Cruor, the meaning to life -- living as yourself is. Shedding yourself of the expectations of the world is a process everyone who joins begins, with foxes encouraged to indulge in their sins as long as they do not lose their loyalty towards the tribe or harm those within. After all, if they kill one another how will they have enough power to protect the lives they so rightfully deserve?

    The Cruor speak a vow upon joining the tribe, promising themselves to one another and the tribe's core belief in true freedom. Many are so passionate in their vision of ridding the world of all that has restrained their kind that they'd even die for the tribe, which is viewed as the ultimate sacrifice and action of love towards their own. This dedication is earned by the tribe's vehement and violent protection of their own -- Cruor truly does care for every soul within their tribe, mourning any loss and turning tragedy into fuel for their growing rage at the world outside of Cruor; the world that stifles many of their own.

    Cruor has always been known for never shying from dirtying their paws to expand their territory and will. Aggressive towards outsiders and selfish at its core, the Cruor do not care about the damage they inflict on outsiders and their lands, often quick to annihilate whatever stands in their way. Ambitious in their goals, Cruor is often scheming, whether that be to secure more land, materials, members, or even just to wipe out an area they are particularly not fond of. Members who join the tribe with personal vendettas will find that, often, the tribe will take their grudge on as their own, adding to a list of enemies they slowly plot against.

    As a result, harming a tribe member is unforgivable. To turn on the ones who not only support but also protect you is to turn your back on Cruor as a whole, and it's taken very seriously. While minor tiffs are understandable, especially due to the nature of the tribe, severely harming a tribe member or exposing the location of the tribe is immediately met either with exile or even death depending on how much danger is inflicted on the subject or tribe.

    Cruor, while known for their more sinister undertones, also accepts the weak, gentle, and loving. All are welcomed, as long as they further the belief in true freedom. Everyone is protected and loved within Cruor, regardless of personality or disposition.


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    Ichor -- the Modeity of Freedom. [He/Him]

    The tribe worships Ichor, the Modeity of Freedom. It's ironic that the tribe preaches a future for true freedom and yet binds themselves to Ichor and Cruor, and Ichor finds it entertaining. Truthfully, the irony is not lost on the tribe and their members, but life is a series of contradictions. Ichor often whispers to the Elder of twisted ideals and schemes, enjoying watching the tribes controlled chaos. He tires quickly and can be malicious when not appeased or when things are stagnant, treating the tribe as entertainment of sorts.

    When kept in a good mood (something the current Elder has successfully managed simply by amusing the Deity on the regular) he offers violent protection when the tribe desperately needs it.


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    The vows are a series of laws the tribe upholds and shares. Every new member, whether born within the tribe or having joined on their own, takes their vows to the tribe upon becoming a member. Blood is drawn with either thorns or a blade while the fox recites their vows within the Blood Shrine, with their tattoo following shortly after. The Vows are the only rules the tribe binds themselves to, rejecting any other command or promise the world surrounding them might demand.

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    The founding philosophy of the tribe -- the tribe believes in their right to simply be. Many of their members have struggled to find their place within the world or been hunted for their more "unsavory" nature, continuously hunted for not fitting within the molds of the world itself. Some members simply want a family that would devote themselves to them as they would in return. Others might just like the company of those like them, with darker-natured foxes often struggling to find like-minded companies outside of Cruor.

    Whatever the reason for being within Cruor, all agree on the freedom to live as one truly is. The tribe is tired of pretending to be a creature they aren't and chooses to unveil their true nature within the tribe. True freedom does not exempt foxes from following tribe rules, however -- the tribe risks everything to protect their kin and, at a bare minimum, expect loyalty for their devotion. The tribe also does not care for the freedom of their enemies or most outsiders, with exemptions made only for those like themselves that might need "saving" from the restraints of the moral world (and show interest in Cruor itself).


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    Foxes within Cruor are not inherently categorized as evil -- in fact, there are quite a few members who are good-natured. It's just more likely those of a darker nature will flock to Cruor. The tribe doesn't even recognize good or evil, stripping everyone to their core selves; free. Be yourself, be honest, be unfettered. The tribe resents the labeling of someone into something as primitive as whether they're a good or bad fox. It's far more complicated than that, and honestly -- whose business is it?

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    New foxes are welcomed, as long as they uphold the Cruor vow. Outsiders have trouble stepping on Cruor territory, making wandering into the tribe unlikely. Usually, those who seek Cruor already know of its purpose and goal and know a member within Cruor who can vouch for them. True strangers can still seek permission to join the tribe if they wait near tribe borders until a Scout or Guard finds them, or, if they're unfortunate enough to be caught and imprisoned, can make their case to the Elder once questioned.

    Cruor also does recruit foxes they meet who they believe might benefit in Cruor. All members can request the Elder to give them permission to offer a fox to join Cruor. If the fox accepts they will be brought to the Elder, who will make the final decision. The Elder also frequently approaches foxes himself, always on the hunt for more comrades.


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    Foxes don't really leave Cruor. Even the tribe can contradict themselves. Leaving is not something one talks about -- it is considered a betrayal to Cruor and its people. Foxes who show hints of being unhappy are first approached with intent to find the source of the problem, with the second tactic being persuasion/manipulation. If a fox continues to persist in their attempts to leave they will often vanish in the middle of the night, whisked away by higher-ups within the tribe. It's not a pleasant departure, often with the fox maimed in the process for their perceived treachery.

    Foxes can also choose to just leave in the dead of night, but be warned -- there is always someone awake in Cruor. Successful foxes will become enemies of the tribe, while ones caught are imprisoned. Foxes caught can work their way back into the tribe, but they'll never receive true trust or love from the tribe again.


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    The tribe does not care for the freedoms of those they perceive as threats or followers of the standard moral way of living. In fact, they take great pleasure in stripping the freedom of their enemies, seeing it as retribution for the lives many of their own were forced to live. Cruor takes prisoners, ranging from those who have wronged then, tried to leave the tribe and were caught, vow breakers, trespassers, and more. It's rare for Cruor to put foxes to death, instead choosing to capture their foes for life. Prisoners also suffer at the whims of Cruor members, who are permitted the right to punish prisoners as they appease. Some may truly be unfortunate if they anger the Elder to the point of no return, as they rarely can be offered to foxes with more.... interesting diets.

    Prison is not an end-all, however -- Cruor can decide to allow a prisoner out of their confinement, although that means joining the tribe. Those released into Cruor can slowly earn the trust of the tribe by dedicating themselves to Cruor and its people, with some core members having even once been a prisoner! Cruor understands some foxes might need a punishment before they "see the light", and are usually willing to allow those select few who show potential in Cruor to prove their worth.

    Unfortunately, prisoners who had broken the vow or tried to leave the tribe will never be truly accepted by the tribe as a whole and often will have to atone for their sin for life. Betrayal is a grievous crime, and many will never forgive it.


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    Members of Cruor can usually travel freely, as long as they return home at some point within the season. They have enough members for duties to be handled while some foxes venture. Ex-prisoners and kits are the only foxes kept from leaving the tribe grounds. Foxes must first speak to the Elder privately before bringing to Cruor any family members they may have gained on the journey, but typically the tribe welcomes new mates, kits, siblings, and more. A family of their own is a family of theirs!

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NymiiNym
Crew

Shy Wife


NymiiNym
Crew

Shy Wife

PostPosted: Sat Aug 28, 2021 9:17 pm
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    The Cruor values their connection to one another and their loyalty, striving to protect their own and value those of Cruor beyond all else. Acceptance is a keyword for the Cruor -- everyone can be as they are without judgment or rejection (as long as The Vows are adhered to). The Cruor might come off as a violent and lawless bunch to outsiders, but the inner workings of the tribe itself are fairly social and engaging. Foxes seek one another regularly and take on the problems of their friends and family as their own, helping one another to the best of their abilities. Foxes within Cruor typically see one another as comrades and family, with loners at minimum finding other Cruor members useful in some regard.

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    The word family both represents blood-kin and members of the tribe, as many foxes refer to one another in familial terms. It's not unlikely for foxes to bond over shared natures, and with so many like-minded foxes gathering together it's easy for strong connections to form. Resources are frequently shared, with a respect shown to the special personal belongings a fox might have.

    Family typically preserves through all, even fights or strife. The Cruor is not always friendly, especially with so many darker-aligned foxes gathering together. Conflict happens, but forgiveness comes readily once heads have cooled. Regardless of current standings with one another, when someone is in need or in trouble their family can be counted on to shoulder their burden.


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    Foxes may mate as they see fit, as long as it fits within the general rules (no incest, *****, or sexual assault). Mating with someone not a part of Cruor is not always met with complete understanding, but it's better than bringing someone into the group who doesn't fit. It's greatly discouraged to take a mate who refuses to join Cruor, with the tribe refusing its protection to the mate who is not of Cruor. Leaving Cruor for love is absolutely unacceptable and seen as treason, so it's begrudgingly preferred a fox has a non-Cruor mate if they really must be with a fox who refuses to join. Non-Cruor mates are not given the same thought or care from Cruor as a whole, with the fox left to fend for themselves and rely on their Cruor mate if they need help.

    On the flip side, those joining the tribe to be with their mate are usually accepted eagerly. It's a common way to introduce new members, even. The tribe does not often turn away new members following after their mate, seeing it as a welcomed addition to their numbers. Foxes who later regret following their mate into Cruor should keep those doubts and remorse to themselves, however...

    Breaking a mating does not mean a fox can leave. No -- you've made a commitment! Either way, the tribe doesn't bat an eye at broken matings, or how often someone mates, or even how many mates they have. It's really none of their business, as long as The Vows are upheld.


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    Cruor has always had messy dealings with the acquisition of kits, with many members having been kidnapped BCRs who were raised lovingly within Cruor. So they really have no room to judge when a fox breeds, or whether it's with a member or outsider. All that's truly expected is that the children will be well cared for and that the member will snatch as many BCRs as they can for the tribe. Thievery is encouraged, even! It's not uncommon for members to have brief flings and vanish in the dead of night with their prized BCRs, raising them within Cruor.

    BCRs should always be raised on tribe grounds, but situations occur where a fox simply can't get home in time. Almost all children born to Cruor foxes are welcomed with wide-open arms in the tribe. The tribe is also eager to help parents raise their children, or even rehome unwanted BCRs to members who have wanted to adopt for a while.


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    Almost everyone has training in combat, with exceptions made for those who really can't stomach it. Foxes often spar with one another to relieve tensions or even bond. Many members are skilled fighters and deadly on their own, with further training in how to work as a team. Members of the Cruor army are vicious and ruthless, regardless of personality. Those who are not physical fighters can train in other forms of defense, often readily given access to the more skilled foxes of the tribe as mentors.

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    The Cruor do not have a name for their beliefs, really, but the common term is 'true freedom'. They do have ceremonial rituals, such as offering gifts to their Deity for his continued protection, The Vows, and more. The tribe believes there is no good or evil, and that everyone simply is born to exist as they are. The only true "good" is the right to be who you inherently are, although they also exercise a contradicting entitlement to the world around them and the discretion of those they believe have stifled them. The rights of others don't matter -- it never will; they haven't suffered as Cruor has.

    The Cruor do believe that, in an ideal world, everyone could live freely without restraint or abandon. But, that simply isn't how the world is, so they've adapted and banded together to take what is theirs. The Cruor worships the idea of freedom for their people as a whole, and that strong belief drives them to sacrifice themselves where necessary. Death to protect their tribe is not something many shy from, with their loyalty to the Cruor and its Deity deeper than their own desires.


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    The tribe varies on level of education. All are provided the basic knowledge of how to live and prosper, but it's on the fox themselves to further their understanding of the world. Some members readily teach other foxes skills they have acquired or knowledge they've picked up along the way, while others just completely disregard education and focus on their way of life. Foxes do not typically judge one another on level of intelligence, although those less clever might find themselves swept under the influence of the stronger-willed members.

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PostPosted: Sat Aug 28, 2021 10:08 pm
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    The tribe has a few ceremonies they adhere to, with more cropping up as the tribe ages. Ceremonies requiring a number of foxes to attend are announced beforehand, with foxes welcoming the help of one another to prepare.

    OCC Note: Owners may write into their character stories and history that these events occurred to their fox (for appropriate situations). A Vow Ceremony does not need to always be RP'd in-thread, neither does any other common-place ceremony. Every fox who joins the tribe will have gone through their Vow Ceremony, regardless of RP.

  • Lifemating: Foxes who choose to lifemate do so either privately or with close friends/family attending. Ceremonies can adjust for each fox, but typically they create a vow between the two of them (that come second to the vows of the tribe), often promising to have one another's interests in heart or offering their eternal loyalty. The Elder makes a point of visiting newlyweds, often with a gift to show their approval (with the lack of their visit being seen as contempt for the union).

  • Birthdays: Foxes offer a tribute to the Blood Shrine on their birthday as a sign of their continued commitment to Ichor and Cruor. In return, members of the tribe often give their own gifts and well-wishes to the fox. The Elder often stops by for a visit, wishing the fox another healthy year to come. Birthdays are typically quiet affairs.

  • Vow Ceremony: Foxes officially joining the tribe must always undergo the Vow Ceremony. Once an adult, they're brought to the Blood Shrine with the Elder, who draws a small amount of blood from their paw as the fox recites the tribe vows, dripping their blood onto the shrine. Once completed, they'll immediately receive their tattoo to finalize their commitment. This ceremony is deeply personal and done only with the Elder present.

  • Sacrifical Offering: Once a season the tribe offers gifts to the Blood Shrine, often in the form of valuable resources. Nothing comes of the gesture, but not doing it often results in the destruction of tribe lands. Ichor is luckily fairly appeased by being given what the tribe finds valuable. Touching offerings once they're set is a quick way to receive divine punishment. Offerings vanish after a few days, seemingly sent to... wherever it is Deities reside.

  • Conquest Feast: After a successful battle, conquest, or attack the tribe feasts, often on stolen resources they snatched after their fight. This time is loud and indulgent, with foxes partying for days until the fire of their win dies down. Often, after a violent conquest, the prisoners taken afterward are forced to watch as the foxes celebrate their new spoils.

  • Blood Moon: When the moon rises red in the sky the tribe views it as Ichors call to battle, with the more violent and blood-thirsty members leaving the tribe grounds to cause general malicious chaos. It is seen as a day of self-serving, with the next day silent as foxes return home with various victories (or injuries). The rules of the tribe still stand, but it isn't uncommon for foxes with issues to fight outside of tribe lands, with the understanding it's generally "overlooked" as long as everyone returns home in one piece, with the event even often burying grudges foxes might have had prior.

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NymiiNym
Crew

Shy Wife


NymiiNym
Crew

Shy Wife

PostPosted: Sat Aug 28, 2021 10:09 pm
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    While not the most festive of tribes, Cruor do have holidays they note, with a few members going out of their way to celebrate them. Most holidays are a personal choice for foxes, although some the Elder might use as an opportunity to bring the tribe closer. Holidays can be added and removed as the culture of the tribe grows over time.

    OCC Note: Owners may write into their character stories and history that these events occurred to their fox (for appropriate situations). Some holidays may even have tribe-specific threads, games, or events thrown! Some may not even be mentioned in-story. Regardless, these holidays are assumed to have occurred and can be referenced freely.

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  • December 21st, Winter Solstice: Foxes share stories of their conquests of the year, often sharing a meal with close friends and family.
  • December 25th, Christmas: Members are encouraged to take the day off and spend time with those they find important to them. A feast is thrown during the later hours, with everyone within the tribe invited. Guests are permitted.
  • December 31st, New Year's Eve: Adult foxes offer a droplet of blood to the Blood Shrine, praying for a bountiful year.
  • February 14th, Valentines Day: Some foxes choose to do something special for their loved ones or crushes, often even giving away prized possessions alongside confessions.


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  • March 20th, Spring Equinox: The tribe cleans the grounds and repairs broken dens, materials, and settlements, as well as clear their minds.
  • April 1st, April Fools: A holiday mostly observed only by children, kits play light pranks and have the day off from training.
  • April 5th, Fertility Offerings: Foxes wishing for children will often take this day to offer blood to the Blood Shrine, hoping Ichor might put a good word in to the fertility gods.


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  • June 20th, Summer Solstice: Tribe members take a moment to consider their goals and where they are on accomplishing them. Prayers are often offered to Ichor.
  • August 9th, Conquest Day: Much like the Blood Moon ceremonies, foxes are encouraged to take a day to conquer something, whether that be a personal problem, a desire to steal from an outsider, fight a rival outside the tribe grounds, or similar.
  • August 20th, The Dark Night: A day to remember their fallen, members leave gifts within the graveyard for their lost loved ones and comrades. At night a feast is thrown, where foxes are encouraged to share stories, celebrate the life of their lost ones, and party the night away.


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  • September 22nd, Fall Equinox: The tribe shifts into preparing for the colder months to come, with members focusing on padding their dens, planning for future preparations, and checking in on their family.
  • October 31st, Halloween: A day of great merry, the tribe often dresses up and shares handmade treats and sweets. Kits trick and treat around the tribe and adults delight in throwing frightening events to test the wills of others. Some foxes leave the tribe grounds to torment outsiders, often returning with stolen goods or BCRs.
  • November 25th, Thanksgiving: The tribe gathers throughout the day to appreciate one another and the bond they've created through a common belief and desire. Food is shared, a feast is thrown, and often the Elder has a few gifts to hand out. It's important to remember to also remind family and friends you appreciate them, usually in the form of sentimental gifts and stories.

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PostPosted: Sat Aug 28, 2021 10:34 pm
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    The history of Cruor is always developing, changing day by day based on actions taken by the members of the tribe itself. It's the job of the Elder to retain Cruor's history and pass it on to their tribe members in a way they deem fit. Regardless, any who join Cruor will have access to the stories of Cruor. Anything written below, unless otherwise noted, is accessible to any fox within the tribe.

    OCC Note: Cruor existed in several forms back in the day. The canon story is being rewritten entirely, with an explanation of the true story written below. Foxes who were in the "original" Cruor should follow the new lore, and foxes who knew of the "original" Cruor should remember the details noted below. Anything not noted here is no longer canon.


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    Cruor existed before its current version, although it was vastly different from the Cruor that exists today, with generations passing before the current Cruor was born. It started with a fox named Sin -- a vicious and untameable male known for the bloody path he walked upon. Wherever he went there was carnage, fueled only by a hatred for the world that had rejected him from the moment he was birthed. Granted relief only when he managed to create a bond between him and his half-brother and later found a kit he learned to love as his own, Sin held tightly to those bonds, turning his hatred at his circumstance into a violent love and desire to protect the family he finally had.

    Prior to these connections, Sin had assumed he was doomed to live on his own -- without company, without meaning, without acceptance. He refused to conform to the rules society expected of him, and he welcomed the ire of the moral world around him, but loneliness was not something Sin was built for. He longed for companionship, and once he finally had it he vehemently dug his claws in, unwavering in his commitment to the people who had chosen him.

    As he provided shelter and a home to the kit he had found and continued to protect his half-brother they wandered, stumbling upon a dark and labyrinthian forest. Sin found himself upon a desolate and abandoned shrine and was created with a faint voice of something -- something that promised him great things if he listened to it. Sin was never a follower, but he could recognize something great when he found it.

    So he obeyed.

    The voice instructed him to provide his blood and he compiled in the form of six droplets of blood, created from the slice of a rose stem. The voice celebrated, speaking louder to Sin as the days continued. He asked for followers -- asked for those who had struggled to find their place in the world as Sin had. Those the world turned their backs on. Sin complied, bringing foxes to the forest and joining them as a band of like-minded individuals. Foxes who just wanted to indulge in the deepest pits of their true selves.

    The group became known as Cruor, led by Sin as he adhered to the demands of the voice. In return, the group found bounty in food and needed resources and together Cruor flourished, accepting the title of a tribe. They'd conquer the world, they decided; they'd get revenge for a world that didn't have room for their kind. Together.

    Except, as time passed it became apparent the voice was losing interest. It wasn't enough -- there wasn't enough of them to entertain the foreboding entity. Sin, overcome with a fear of losing the precious family he had begun to built, grew desperate, stealing BCRs and attacking outsiders. The voice still left, having moved on to other interests.

    The tribe disbanded, but this time Sin wasn't alone. He stayed on ex-Cruor lands with his budding family, raising generations of his family as he tried to figure a new purpose.


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    The voice returned as recklessly as it had the first time, but not to Sin. No -- it spoke to the nephew Sin had stolen; Balor. The kit spoke often of the voice, but this time he had a name for it; Ichor. It was never apparent why Ichor had returned, but Sin assumed it had watched the growth of his family and found particular interest in the twisted and long tale between Sin and one of his other siblings; Shai. It had finally accumulated into Sin grabbing the ultimate prize -- his hated brother's son; someone he could turn against the brother he had festered a grudge forever for.

    It seemed that, finally, Ichor had something to keep himself entertained.

    Sin quietly listened as Balor spoke of the voice, slowly revealing tales of the once-proud Cruor; the home he always wanted back. Balor grew into a strong and healthy adult, keeping Ichor's interest as he rebelled against the voice from time to time, unlike Sin. Balor expressed true interest in their own freedom, refusing to bow to Ichor simply because he was demanded to. Luckily for Balor, Ichor liked the challenge and eventually revealed himself in Balor's dreams.

    'I've chosen you,' Ichor announced proudly. 'Take with that what you will.'
    So Balor did.

    With the power of a divine on his side, Balor sought others like him, starting with his immediate family. Children of Sin eagerly joined his side and became the first members of Cruor. Balor spent some time seeking new blood, returning home from time to time with a new face devoted to his word. As the numbers grew Balor revealed the purpose of the new tribe; true freedom. The right to exist as one is, but with the power of one another to ensure they survive in a world built to abhor them. A world where foxes believed good was just and bad had no place amongst their kind. A world that actively tried to snuff them out.

    Why was it that their kind was any less entitled to the bounties of the land just because they wanted what was considered "wrong?" What was wrong? What was true right? When did foxes get to decide how the world should be lived? Balor sought to undo the rules the world had created and take it for themselves; for Cruor.


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    Cruor grew rapidly, aided by the large family Sin had borne. Balor did not struggle to find like-minded kin -- there were monsters of all kinds in the shadows, and they too needed homes. Balor also welcomed those of a kinder nature, as long as they agreed with the Cruor way of things and supported those within the tribe as family. Ichor grew louder for Balor, often commenting on decisions made and urging Balor into combat, to which Balor only sometimes listened. Balor held the interest of the Deity where Sin could not, although he showed respect every season for the Deity who could tear apart everything he had built if they so desired. It was the least he could do.

    Currently, the tribe is building itself. Balor has begun frequent raids against smaller groups, and so far they've been vastly successful. Things cannot always remain so fortunate for the unlikely tribe, but Balor is prepared for a fight when it comes. Meanwhile, whispers have begun about when the tribe might ascend one day, with foxes hoping it'll be soon.

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NymiiNym
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Shy Wife


NymiiNym
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Shy Wife

PostPosted: Sat Aug 28, 2021 10:52 pm
    Territory

    I'll do this when I have time to make a map, but tldr:
    - a massive forest
    - has watch points
    - everyone lives scattered throughout
 
PostPosted: Sat Aug 28, 2021 10:53 pm
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    Ranks are a title given to a member stating their purpose within the tribe and often give them special privileges and permissions. All members will have a rank or some sort, even if it's just Member!

    OCC Note: More ranks can be added as time goes on. Players with a fox without a rank can continue to play their fox as normal but must understand that rankless foxes have a harder time influencing tribe-META.


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    A few ranks have perks attached, affecting senses, litter numbers, and more. These ranks are noted here for ease, with their effects listed underneath.

    OCC Note: Every rank here is officially recognized by the Modifox lore and have in-shop mechanics attached, which must be followed without question. Please read the effects underneath carefully and reference the official Ranks + Abilities guide.

  • Elder: The leader of the tribe. There is only ever 1 at a time, with no exceptions made. Every decision is ran before the Elder in some capacity, with the focus of their leadership being on ensuring the well-being and growth of their tribe.
    Pray directly to the Higher Beings and receive an answer.
    All rank-specific abilities.

  • Shaman: A medicine fox for the tribe. Shamans use medicine, small amounts of magic and medical procedures to help heal and restore members of the tribe.
    The ability to use small amounts of magic. Nothing extreme like commanding oceans or anything, but small commands over earth, air, water, and fire. Providing some sparks to start a fire, breathing underwater for a minute, causing fruit to fall from a tree with a small gust of wind, etc.
    If a fox is injured, spending time with Shamans means that their wounds can be treated faster and leave minimal scarring.

  • Hunter: The one who brings fresh kill to the tribe and helps Gatherers in collecting other food. They also help protect the tribe during invasions.
    Heightened natural abilities - hearing, sight, agility, dexterity, etc. They can move quicker, and sense other foxes and creatures quicker and more accurately than others.

  • Gatherer: Collectors of food, herbs, plants, materials, and more. If something is needed then a Gatherer is on the job! Gatherers work closely with Hunters, often carrying home their kills so Hunters can focus on their job.
    The ability to use ultrasonic-like pulses, to check surrounding areas for downed prey (not live animals, just kills), herbs, and any other materials. They can't locate specific things, but their ability helps give them a general idea of what items may be in the area around them.

  • Scout: A fox who carries out messages, gathers intelligence for the tribe, and recruits. These foxes are often not on tribe lands, given permission to explore freely as long as their Elder knows where they are.
    The ability to use telepathy, in order to send news faster. The telepathy is one way and they must be a few miles near the one receiving the message, unless they are talking to another Scout or an Elder.

  • Carer: Foxes who tend to the young and assist Shamans in their day-to-day duties. Kits rarely are out of sight of a local Carer, especially so during a wave of births.
    The ability to sense auras for a short moment and get a general idea of what another creature is like (good/bad/neutral/dangerous/etc.), and calm other foxes when they are in distress. They can also communicate telepathically with kits that are still in their BCR stage to understand their basic needs (needing warmth, for example), similar to how Scouts use telepathy, but at a much smaller level.

  • Rankless/Member: A fox lacking a rank, for whatever means. Foxes are greatly discouraged from selecting the Rankless route. They'll find it harder to have much influence during tribe meetings and are generally kept out of action. Foxes may switch out of this rank.


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    The tribe has ranks either unique to them or lacking a perk from the world of Modifox itself. While just as official as the above ranks, these perkless ranks are not recognized by the Deities.

    OCC Note: Every rank here is not officially recognized by the Modifox lore, but still play a part in Cruor story/META. Commander roles are rewarded to active Warriors, proven by RP, recruitment, contests, and general involvement.

  • Beta: The second-in-command, who still answers directly to the Elder. The Beta enforces all laws and words from the Elder, helping keep the tribe moving smoothly. The Beta can speak for the Elder.

  • Guardians: A role specifically for the Guardians who have joined Cruor. These creatures protect the tribe alongside Guards, focusing on the protection from the outside, should a foreign force try and harm the tribe.

  • Guards: The tribe values the safety of all who stay on Cruor land. Guards protect the tribe and tribe-lands. Guards patrols tribe lands and generally protect all those within Cruor. They also can be used to collect and gather those who break the tribe's laws. Guards work closely with Warriors/Commanders, however, they focus on protection within the lands themselves.

    Guards typically can be found on the edge of the territory, with a few stationed at each Watchpoint. They work together as a unit, unlike Warriors/Commanders, who work within designated parties.

  • Warriors/Commanders: Warriors are clans of foxes who often leave the tribe-lands and conquer lands surrounding Cruor. The job is dangerous, as Warriors regularly invade other tribe lands, attack wanderers, devastate camps, and generally adventure for the sole purpose of taking what they can. Warriors are skilled in combat and regularly (almost religiously) train when not out on an expedition.

    Warriors are broken into clans, with one fox designated their Commander. Each clan has a name created by the Commander and usually has about 5-10 foxes within it, although some clans may be smaller or larger for various reasons. Commanders keep in contact with the Elder and Beta and lead their clan with confidence. Warriors are assigned to a Commander the moment they take their role and can work towards promotion into a Commander by proving their worth within their clan and receiving a referral from their Commander. Warriors do not have to work towards promotion!

  • Thief: Thieves are individuals who steal various objects of interest for the tribe, whether under commission or out of their own interest. Thieves can work with Warriors/Commanders, although they tend to travel on their own. BCRs/kits, valuable trinkets, and weapons are of direct interest for thieves, although they can focus on their own personal goals when not ordered by the Elder.

  • Poison Brewer: Foxes who are directly trained in the creation of poisons -- they often coat weapons with foxmade poisons they've created along the way. Additionally, these foxes work closely with Shamans in the creation of antidotes.

  • Tattoo Artist: The symbol of Cruor is seen as sacred, and thus a designated set of foxes are the only ones permitted to apply the tattoo. Using blood the fox offered to the Blood Shrine, they mix it within inks and tattoo new members at the Blood Shrine. [THIS ROLE IS NOT OPEN FOR RP YET, currently anyone in this role is training for it]

  • Mimic: A fox skilled in combat and deceit, Mimics are sent to blend into surroundings/trick a group or individual for various means: information, assassination, thievery, or more. Mimics are masters are deception, persuasion, manipulation, and stealth. It isn't uncommon for Mimics to also, when not assigned to a target, pretend to fall for an outsider and start a relationship, only to abandon the unfortunate fox when BCRs are had (and take home all BCRs).

  • Prisoners: Cruor capture foxes frequently. Raids, attacks, or trespassing are various reasons a fox can find themselves imprisoned -- whatever the reason, these foxes are kept locked up and suffer severe punishment (and sometimes death) under the eyes of their captors. Prisoners can still interact with other prisoners and have a "life" within confinement, but any children had will be taken and raised by Cruor. Prisoners can, by displaying good behavior, actually leave their confinement and join Cruor as members, although they'll have to prove their loyalty by completing harsh tests of devotion.


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NymiiNym
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Shy Wife


NymiiNym
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Shy Wife

PostPosted: Sat Aug 28, 2021 10:58 pm
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    Clans are a number of Warriors following under a singular Commander. Commanders name their clans and typically have 5-10 foxes under their command, although some cases may call for more or fewer members. Commanders are responsible for leading, training, and supervising their clans. It is their duty to ensure their members survive the battle and are properly equipped.

    OCC Note: Players who wish to own a Commander can DM/PM NymiiNym to discuss. Usually, Commanders must have first been a Warrior and RP'd within the main thread for a time, proving activity. However, some contests may reward a Commander automatically.

    Owners of Commanders must get the name of their clan approved by NymiiNym. Warriors joining the tribe can choose what clan they join. Clans accepting members will have a note. If there is not a clan open then NymiiNym will create one. No Warrior will go without a clan.


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    Commander: Sin
    Warriors: Aita, Judas, and Naberius [3/10]
    Accepting New Members

    The Ares Clan is led by Sin and often not on tribe lands. Vicious and ruthless, the clan focuses entirely on honing their combat skills when not actively in battle. The clan specializes in the domination of smaller camps and imprisonment. They fluctuate between invading other camps for supplies/BCRs/kits and just attacking for the sake of it (although they always bring something home).

    Sin is strict in regard to training but otherwise is fairly relaxed with his Warriors. He is not entirely social and has been known to keep to himself during downtimes. He is not forgiving nor tolerant of those who break rules or behave poorly. Having had a history of bloodshed and violence, Sin is no stranger to fighting, however, he tends to avoid direct confrontation with his own clan unless someone breaks a rule.

    He is selective of those he allows into his clan and seems to have influence over who makes it into other clans. Having been the original Elder of the first iteration of Cruor, Sin feels tightly connected to the Cruor-ways and will only allow those who feel the same into his clan.

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PostPosted: Sat Aug 28, 2021 10:59 pm
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    Tribe members are listed here! Foxes missing can be due to a few reasons, but most of them are miscommunication errors or sliding through the cracks. Please DM/PM NymiiNym if you notice an error.


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    1/1 [Balor]

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    0/1 [RESERVED]

    pending


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    4/∞

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    6/∞

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    5/∞

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    4/∞

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    6/∞

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    4/∞

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    1/∞

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    4/∞

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    1/∞

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    2/∞

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    1/∞

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    3/∞

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    0/5

    None yet!


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    2/∞

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    0/∞

    None yet!


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NymiiNym
Crew

Shy Wife


NymiiNym
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Shy Wife

PostPosted: Sat Aug 28, 2021 11:00 pm
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    All foxes within Cruor must have their tattoo. Created from ink mixed with their own blood, the symbol of Cruor is seen as the ultimate commitment to the Vows. Six dots are present, representing the six droplets of blood one offers when taking their Vows. A rose settles between the dots as a reminder of the tribe's origins. The tattoo can be any color but must be visible and cannot be placed as jewelry or a piercing. Placement does not matter.

    Imprisoned foxes with the mark will often have their tattoo painfully damaged as one of their many punishments.

    OCC Note: All foxes will receive this tattoo when the tribe is official! Foxes unable to be tattooed will need to have their owners speak with NymiiNym to figure an alternative.

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PostPosted: Sat Aug 28, 2021 11:04 pm
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    Cruor is open to several types of relations with other tribes, although they're more likely to be antagonistic towards most. Tribe/group owners may DM/PM Nym to discuss plots, change alignments, and host METAs/events! Cruor is an active test-tribe looking for interaction with others.


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  • The Yasashii: With Balor being the adopted brother of Kithara (and cousins, although neither are aware of this due to secrets kept within the family), the Yasashii are reluctantly allied with Cruor. They cannot turn their backs on the tribe when Cruor is in need, but it's clear they do not condone the more selfish and brutal side of Cruor. Yasashii does not directly interact with Cruor unless they must, but it's understood that if anything happened to Yasashii that Cruor would swiftly annihilate the threat.


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  • The Tribe: None! ​
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NymiiNym
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Shy Wife


NymiiNym
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Shy Wife

PostPosted: Thu Sep 16, 2021 10:24 pm
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    The Cruor accepts all foxes, whether kind, cruel, passive, or violent. The only requirement is that they believe in the tribe's total and utter acceptance of any members within the tribe and push the belief of true freedom; the right to be who you are as you are. While many within the tribe are of a darker nature, many others are neutral or gentle-hearted. As long as the fox believes in Cruor's cause they will find a home within the tribe. Breed, colors and edits do not matter.

    As an IC note, descendants of Shai (NymiiNym) who know of and interact with Shai will not be able to join the tribe. You may DM/PM NymiINym to discuss this plot and work something out if you'd like (we love drama!).

    Foxes do not leave easily. It's seen as a betrayal, and if caught they will be imprisoned and receive harsh punishment (more can be read in the Prison subsection above!). IC, foxes can even die if they try and leave (tribe-members are typically unaware this happens). However, OOC leaving is permitted, of course! You'll just need to work with NymiiNym on how your fox managed to leave without being noticed. If you want your fox to be caught and turn into a Prisoner that can be arranged!

    Kits always join the tribe naturally.

    All forms should be DM'd or PM'd (Discord or Gaia PMs work fine, but Nym is always on Discord and will answer far faster). Once accepted, you'll be required to post within the thread a joining post -- this can be as your fox being brought to the Elder by a Guard to discuss their joining, or as a newly joined member meeting other foxes. Nym will explain further once your application is approved!


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    [b]Username:[/b]
    [b]Fox:[/b] cert/uncert (only the official links) + name
    [b]Desired Rank:[/b]

    [b]Reason for Joining:[/b] if born within the tribe just state so!


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    [b]Username:[/b]
    [b]Fox:[/b] name works!

    [b]How They'll Leave:[/b]

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