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.:Ranks and Houses:.

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SabaNyumba

PostPosted: Sun Mar 13, 2016 8:44 am
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PostPosted: Sun Mar 13, 2016 8:47 am
The Seven Houses.
The Seven Houses work as one, without each other they are nothing.


.:Houses and Professions:.

Each of the Seven Houses are thought to have their own determining set of qualities, which most of the dogs joining possess, though some are drawn simply by the profession.

Metal - firm and determined.
Water - intelligent and creative
Wood - logical and adaptable
Earth - patient and giving
Fire - strong and passionate
Air - active and energetic
Spirit - sensitive and emotional

Metal - Those in the metal house are firm, and usually know what they want. They are not unbending, but are usually individuals with a certain mindset that can be difficult to change. As the most sturdy and usually impassable in character, the Metal house usually produce the best guards and watchers. Metal specialist rank = Shield - They provide protection for the pack in the form of lookout, guard duties, and usually work closely with the warriors..

Water are the most creative, arguably, out of all the packs, intelligent and usually free-spirited, they make the best talismans around! Craft is their practice, and they usually do not specify in a certain item, though they can if they choose to. Many dogs come to the water house for their talisman, but as they are the best at crafting, and to encourage socialization, they must work together. They are also, the best swimmers. Water specialist rank = Artisan

Wood The most logical, they are calm and tend to think things through fully before taking any decision. They are usually highly adaptable and able to approach any situation with a positive mind. They are known for their knowledge of the mind. Wood produce the most noble of Historians and researchers, who specialize in chronicling information and being a counsel to the others. Wood specialist rank = Historian

Earth earth are the most patient and giving of all the houses, and with a seemingly bigger interest in herblore than the rest of the houses, they are the doctors of the pack. Resourceful and great at gathering ingredients, they are often sent beyond the borders to find supplies. Earth specialist rank = Herbalist

Fire Passionate and strong, they certainly have the most "fire" out of the pack. Due to their strength and temper, they have the best warriors, even if most of them do need to be tamed a little at training. Fire specialist rank = Warrior

Air Active and energetic, some argue that Airs contribution to the pack isn't as important as the others, but this is not true. They are the entertainers of the pack, often taking up dance, gymnastics and acting and their professions. Air specialist rank = Performer

Spirit The spirit pack is usually sensitive and emotional, they carry out two of the most important jobs, marriages and funerals. These are a big deal in the pack, and those in the Spirit house usually keep a professional exterior for their duty. They are also usually the most proficient in witchcraft, and usually put forward the beliefs of the pack, and work with the Herbalists at when others have times of injury and or bad karma. Spirit specialist rank = Shaman



.:Joining and Changing Houses:.

Joining a house as a rogue: A rogue will choose a house based on their characteristics, or desired profession. They will then be asked to demonstrate or talk about these with either the Master or Leader of the House.

Changing house at adolescence:Those who reach adolescence have a choice. They can choose to stay in their current house, if they feel they fit the general feel, as a hunter or a nanny. Adolescents who want to take up a specialist ie - warrior, may have a trial-period and meet with the Master or Leader of the house. If they feel they do not fit, they are welcome to explore and talk to other houses to get a feel of what they would like to do. To change to a different house at adolescence, they must talk to the Master or Leader of the new house. Remember: The houses are not separated so much as to interfere with families.

((Though joining/changing will be posted, a RP is not required and it is just assumed to have happened ICly.))

 

SabaNyumba


SabaNyumba

PostPosted: Sun Mar 13, 2016 8:47 am

.:Ranks and Hierarchy:.

All houses have the same basic ranks, and then their specialist rank (ie, Historian, Artisan, etc), these are all considered equal, as they are all important.

Youth ---> Hunter/Nanny --> Master/Leader.
Leaders are in charge of their house, they have the final word, although are usually very relaxed and work well with others. The whole pack is dependent on the work between the Seven Houses, as it is essential to the packs survival.

The first Leaders were the inventors of each houses professions and thus were masters of their professions, but future leaders need not have mastered their profession. Their understanding, communication and leadership skills are valued above anything.

All of the ranks are equal save for Master and Leader.

Master- Those that have achieved the Master title are normally but not always older dogs who have amassed a lot of knowledge about their job and or element. They act as the leader's council and give advice to the other Shields/Warriors/Performers and even give masterclasses in their profession. The Master title is open to those who have chosen to follow their houses profession as opposed to become a Nanny or Hunter

When it comes time for an heir to be chosen, usually when the Leader becomes a late adult, it is chosen by talking to the Master, and there is usually a test held relevant to the house. If the chosen heir succeeds and shows their knowledge, they will successfully become heir. They need not be extremely skilled in the profession but need to show an understanding of it, and skills in leadership.

.:Talismans:.


As a youngster, they are permitted to wear a feather of the following colour.

Metal - yellow
Water - blue
Wood - brown
Earth - red
Fire - orange
Air - white
Spirit - purple

An adult usually keeps it's childhood feather, and weaves it into its adult talisman. This helps people to discover birth houses, if the dog has changed house, and thus can help with identifying families.

Metal Those in the metal house usually wear an item of bronze, with a small inscription on it. Those that are shields wear these on their shoulders and upper arms.

Water Usually a vial or a pouch of water, as they are the best crafters, these are usually extravagant necklaces or pieces of jewelery. They often have pouches or vials full of material alongside their water bottles/

Wood Wooden bracers or wooden bracelets are the norm for those in the Wood house. They are usually a dark wood, and are usually scored.

Earth Being so close to earth, they elected to not have something so restrictive. Terracotta tattoos made from a mixture of earth and herbs are usually what cover their hind-legs. These can be primitive, and usually a member of the Earth house is trained in this business for the best possibly result.

Fire Fire use glittering gemstones in red, orange and topaz. Due to their rarity, they are usually kept in the fire house when found, and given to a Master in the Water house to craft into a piece of armor (if warrior) /jewellery

Air Air usually opt to collect more feathers, to make into a headdress, or a skirt/bracelets. Their childhood feather is usually but not always kept separate, i/e. on their tail.

Spirit Spirit use both spiderwebs and scraps of fabric to make cloaks and delicate jewellery.

All talismans should represent a house, but also a job when/if applicable. A fire warrior would more than likely craft their gem into a piece of armour/something sturdy, and a nanny would be more likely to commission a bracelet. Extra elements of a talisman where not described, should follow the colour of the house, and the feather of the child.

 
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[IC] Saba'nyumba Lands

 
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