This is a storage place for my characters! Most are involved in more than one universe, so I say where they're from in the title of each bio, and have links to other versions at the very bottom of each bio. If you have any questions feel free to send an ask! I love to talk about my guys. Banner image by Koby
My name is Buzz! I'm a 27y/o Canadian, and my pronouns are he/they.
Most of these characters are cats because that's what I'm the best at drawing right now. Almost all of them are involved in an RP group of some sort - and if they are, I include the name of that group in the header beside their name. If you want links to any of the RPs I mention, just shoot me off a message and I'll send it to you!
Each of the character bios will include an image as reference (either drawn by me or appropriately credited in the body of the bio), their name and pronouns/orientation, and a little blurb about them. Then, under a read more, I'll go more in-depth with regards to personality, family, and history. Most will include an "extras" section where I list other universes the character is involved in, links to them, and any other "fun facts".
This is currently a major WIP as I transfer information from a hundred different places over to here, so please bear with me.
Non-Binary (he/they) - 24 moons - Bisexual - Single
From an outside perspective, it seems that Fortune is determined to never take anything seriously. They enjoy cracking jokes at inopportune times, and enjoy pushing the limits of others’ patience, seemingly just to see what they can get away with. Under this facade though, the young tortie is extremely intelligent and practical, even being referred to as ruthless in their more outspoken moments.
Personality
Above all else, Fortune is extremely charismatic. They maintain an amiable and easy to get along with exterior, often cracking jokes and often doing their best to get on the good side of their Clanmates. Early on, Fortune decided that when hard things happen, you could look at it and find it all to be tragic and terrible, you could decide that it’s mostly funny. As such, they tend to often crack jokes, trying their best to lighten situations with humour or sarcasm, depending on what it calls for. They also tend to hide behind their humour when they are truly upset, unwilling to let others attempt to help them and unable to stand the concept of what they view as pity.
Beneath the goofy exterior however, Fortune is shockingly clever and intelligent, in an analytical sort of way. When jobs need to be done, they tend to find a clear way to do them quicker than most, and has described it as ‘seeing the bright clear line’. They excel in strategic thinking, and even before their promotion, tried to get themself into strategy meetings, whether their input was wanted or not. Their strategies tend to be somewhat cautious, doing what needs to be done but trying to have as little casualty as possible. However, despite their analytical nature, Fortune also seems to have a hard time factoring emotion into their equation, and can sometimes blunder right over someone’s feelings without realising it.
To their family and clanmates, Fortune was unwaveringly loyal. Betrayal is a concept that is foreign to them, and they cannot forgive someone who betrays their own trust. They hold grudges, and can and will do their best to get revenge on those they feel have wronged them, or someone close to them. Because of this, Fortune has developed a skewed outlook on their former Clan - they were chased out because they wanted to change things up for the better. Their loyalty was tested and they feel completely betrayed… and as such, has never looked back once they left CloudClan territory.
When faced with someone they have little to no care for, Fortune is incredibly cold, their charismatic mask melting off once they’re alone. This, combined with their intelligence and lack of empathy, gives them a wicked ruthless streak. Their ‘clear line’ aids this, and can make them a fearsome enemy.
A pitfall of Fortune is notably their inability to connect emotionally to their peers. While they love their friends and family in their own unique way, the further you get from their inner circle, the more expendable you become in their eyes. They are very much a “hurt the many for the needs of the one”, in scenarios where the ‘one’ is someone they care deeply about, and the 'many’ are those they… well. Don’t.
Family
Father - Redstar - Deceased
Mother - Turtlefur - Status Unknown
0 MOONS: Born to Redstar and Turtlefur alongside three siblings in CloudClan.
2 MOONS: Turtlefur disappears while out on a hunting patrol. Multiple search parties are sent out, but there is no trace of her. Emberkit and their siblings are understandably upset, but something in Redstar changes.
2 MOONS: Emberkit begins to receive special attention from Redstar. At first, this makes them feel good and important - however when they notice the negative impact it has on their siblings, they start to resent this attention.
4 MOONS: Still upset and troubled over their mother’s disappearance, Emberkit tries to convince their siblings to come looking for her with them. However, they all brush him off, citing that Redstar might actually punish them. Emberkit, frustrated with them, resolves to go out on his own - however other (slightly older) kits in the nursery, Brackenkit and Honeysucklekit, say they’ll come out and look with them. The three don’t get very far before they’re caught by a patrol, and Brackenkit and Honeysucklekit get their apprenticeships (which were supposed to begin the following morning) delayed – but Emberkit is so enamoured with their denmates that they begin following them around like a shadow.
6 MOONS: Emberkit is made an apprentice alongside their siblings. They receive a family friend, Icetail, as their mentor. The two of them butt heads regularly, as Icetail is determined to make Emberpaw back up all the overconfident comments that they make. Overall, however, the two of them keep a good rapport. Emberpaw learns the values of being charming in order to get on well with others.
7 MOONS: Emberpaw makes friends easily in the apprentice den, though cats sometimes seem intimidated by how closely Redstar pays attention to them. Emberpaw’s resentment against their father grows for him being so interested in their life, while simultaneously not providing the same attention for their siblings. Despite this, Emberpaw forms a close circle of friends and tries to include their siblings in it - though they tend to brush them off. Them, Brackenpaw, and Honeysucklepaw grow even closer, and Emberpaw begins getting to know their other friends.
9 MOONS: Emberpaw seems to constantly butt heads with their friend Tigerpaw. The two have extremely opposing ideals, Emberpaw thinking more with their head, and Tigerpaw thinking more with their heart, that lead to a few explosive arguments. Brackenpaw tries his best to play peacekeeper, and insists that they could work well as a duo if they could learn to respect the other’s traits. Eventually, Emberpaw takes his words seriously and begins planning out scenarios that improve on both their talents, and the two of them slowly start to get along.
11 MOONS: Emberpaw is made a warrior, Emberthorn, early for seemingly no reason. They try to speak out against this, but their father will hear none of it. They do, however, prove themselves to be quick thinking and ruthless on the battlefield when they aid Brackenheart, Honeysucklefang, and the rest of their patrol in taking down a hungry badger.
14 MOONS: Emberthorn is given an apprentice, much too early in their opinion, something that breaks their father’s own policy. They bring this up to Redstar, but he responds that everything happens for a reason. They do their best regardless, and the small space in age makes it easy for them to form a connection with Brindlepaw.
16 MOONS: Only two moons after receiving their apprentice, Redstar proclaims that he is going back to the old way of things and keeping leadership in his bloodline. He names Emberthorn as his new deputy, and they are shocked. They try to pass the mantle onto someone else, but Redstar refuses. While they are used to having the spotlight on them and indeed flourish under attention, their stomach churns.
20 MOONS: Their father dies far too soon, and Emberthorn is made leader. Their leadership is largely unpopular, though CloudClan is devout enough to not speak out against Redstar's wishes, and Emberthorn does claw his way back into some good graces by making Hawkstrike, the previous deputy, their own deputy. However… Emberstar realizes what kind of trouble that having one absolute leader can bring, and begins trying to fudge the rules a bit.
21 MOONS: After what feels like a lifetime of planning, Emberstar drops the news that they are abolishing the current Clan structure, and are instead going to gather a group of elected officials to run CloudClan instead. The choice seems to be the last straw for the Clan, and their outcries shock and confuse Emberstar. Can't they see that they're doing this for the Clan, so that they're never put in a position like this again? No, it doesn't seem they can. Hawkstrike tries to force them to step down, and even as Emberstar reaches out to their best friends, Brackenheart turns away from them.
21 MOONS: Emberstar agrees to leave CloudClan, but claims that they're taking their lives with them in a last ditch effort to get them to reconsider - it doesn't work. Snarling and flashing his teeth, Emberstar laughs and wishes them well, with a grim joke about their future, and punctuating it with the claim that they intend to live a full nine lifetimes - come and get them once CloudClan realizes their mistake.
23 MOONS: Emberstar doesn't go long before running into Cariboustar, sitting amongst the tatters of his fallen Clan. Unable to show an ounce of emotion, Emberstar dances around him and pokes and prods until Cariboustar eventually relents, following Emberstar on their travels. Eventually, Emberstar drops the Clan name in favour of "Fortune", exclusively for the mystery associated with it. And, before too long, the duo happen upon a mysterious creature in the middle of some "haunted" woods...
Feats
They Called Me Jacky (Passive): Fortune has reinvented themselves time and time again in ways barely visible to the naked eye, a shard of circus glass in their own right- prismatic and cutting. Their lying is seamless and charismatic. For this, they receive a +7 to bluff checks.
A Bright Clear Line (Active): Life a coddled one until it wasn’t, Fortune - against their will, perhaps - grew used to the silver spoon, to their accomplishments being inflated, to getting everything they could want, often to the detriment of others. Those more deserving were sidelined and, despite what they may say, Fortune reveled in the glory of it. They got what they wanted. Isn’t that what’s most important? Once per expedition, Fortune may redirect an attack made against them to another cat or creature. If this reduces the creature in question to 0HP, there may be unexpected consequences.
Feats are character abilities unique to Bones Like Bare Roots. The passive feat influences the characters stat, while the active feat is something you can activate once or twice per in character event. These feats are written by Sibyl, moderator for Bones Like Bare Roots.
Transmasc (he/him) - ~20 moons - Pansexual - Single
Elias seems to be quite cagey about his past beyond that he was born and raised in the Bright Realms, and never left it - until now. He often speaks fondly of a brother that is nowhere to be found, and seems to be quite confident in his own skills. He's stubborn and short tempered, but it's clear that he's got an over abundance of compassion lingering under his prickly surface.
From the moment he came into this world, Elias has always been tenacious and stubborn, believing that his way is the right way and everyone else better fall in line. He doesn’t take criticism, instead offering it freely and ignoring others when they try to return the favour. His pride is clear in everything he does - though it was more noticeable as a kitten before the reality of his situation of living in the Bright Realms sunk in, it hasn’t seemed to lessen despite all the times he’s been humbled. Despite how frequently he seems to be wrong, Elias will push his point of view until other cats come to their senses - or until he’s proven right. Whichever comes first.
It was clear from the moment his mother passed that Elias has problems with authority. It wasn’t uncommon for him to act out against any friendly creature who would try to help him and his brother, and his inability to follow the rules as his mother had instructed (when he doesn’t agree with him) is what ultimately lead to his injury and his brother’s loss of his body. Even now, having lost so much, Elias isn’t afraid to speak out, and if he hadn’t already figured out what the Bright Realms was like, would probably go a step further and push the Realm to their limit. As it is, he’s vindictive in the little ways, trying to run the creatures of the Bright Realms in circles in whatever way he can. He also has a particularly nasty streak toward any creature who has wronged him, though that’s less subtle.
Beneath all this, however, Elias is ultimately a compassionate cat who has just been exposed to too much hardship for someone his age. His angry outbursts are borne more from fear that others might get hurt than actual unbridled rage. He’s constantly checking up on other cats who he happens across in the Bright Realms when he can, giving special care to the elders and any cats younger than him who somehow sprung up in this awful situation. While he may seem outgoing, however, Elias tries not to get too close with others, keeping his worries and bad thoughts mostly to himself. It has resulted in a solitary lifestyle… but then he could never make friends as easily as Alaska.
And that, his feelings toward what happened to Alaska, is the core of his personality. Elias feels incredible responsibility for his brother’s death, and harbours intense guilt that colours almost everything he does. He tries to stay away from others for fear of getting them hurt, he tries to help those trapped in the Bright Realms because that’s what Alaska is always asking him to do, and above all else he swears to do everything he can to make it up to Alaska, even if it means sacrificing everything he has left to do it.
Family
Father - Theophrastus - status unknown
Mother - Dahlia - deceased
Brother - Alaska - status unclear
Timeline
cw for traumatic injury and death, and grave robbing.
0 moons: Born to Theophrastus and Dahlia within the Bright Realms - Theo’s birthplace - alongside one brother. [Dahlia ended up within the Realms after falling through one of the portals, and Theo took care of her when he happened upon her. The two of them grew quite close and decided to start a family - though Theo was clearly uncertain.[
1 moons: Elias and Alaska begin trailing after Theo and Dahlia whenever the family is stopped in one place for awhile and begin trying to imitate him, unaware that he’s practising magic to keep the family safe. Eventually Theo tells them to stay with their mother, which they do without much argument.
2 moons: During travels, Theo introduces his family to the Smith, who doesn’t… seem all that interested. Still, they allow them to take shelter there while the kittens are still getting their legs under them, before quickly moving on as their nomadic life forces them to do.
4 moons: During one travelling period, Elias speaks up and claims that he should know the same “stuff” that Theo does, in case Theo is ever unable to provide. After some humming and hawing, Theo acquiesces and begins teaching Alaska and Elias magic.
6 moons: Elias takes very quickly to rudimentary transformation magic, taking great joy in the praise he receives from Dahlia with every successful clump of dirt he turns into a sculpture. Alaska’s transformations are less refined than Elias’, but he shows great promise. Theo doesn’t seem as pleased as Dahlia.
7 moons: Suddenly, one morning, Theo is gone. Elias is shocked and angry when he realises, though Dahlia tries to calm him by saying it’s only temporary. Alaska is sad but easily believes his mother - Elias begins holding a grudge.
10 moons: The family continues to travel, with Elias trying to use what little magic he learned to protect them. Often this comes in the form of creating shelters or bridges to make a quick escape, with Alaska’s help whenever it’s needed. Dahlia begins looking frailer than her moons should.
11 moons: Dahlia passes suddenly in the middle of the night, with the boys curled around her. Her illness had been getting progressively worse, and with neither Elias or Alaska knowing much about healing, it eventually became too much for her body. They are shocked and heartbroken when they awaken, and refuse to move on from that spot until she wakes up.
11 moons: Of course, their plan doesn’t work and they are eventually forced to move, being chased by creatures of the Bright Realms, hungry for a mortal soul. Alaska carries their mother’s body (being far bigger than Elias), and Elias tries to cook up a plan. He knows how magic can shape the world… could it bring their mother back?
14 moons: Elias spends many moons practising and researching transformation magic on whatever scraps he can find. They had had to bury their mother, but Elias had been careful with his tracking, and despite the layout of the Bright Realms changing so frequently, the pair had managed to find the spot once more. Elias, having been trying to talk Alaska into his plan to bring their mother back this whole time, asks him again. And, finally, Alaska gives in.
15 moons: The preparation takes another month, to gather supplies and for Elias to feel confident enough in his abilities. They dig up their mother and together, offer blood from their pawpads as ‘soul data’. At first, the transformation seems to be going well… but the atmosphere changes. Elias feels a sharp pain in his shoulder, and watches as his arm is completely deconstructed before his eyes. He startles, calling out to his brother, but when he turns, Alaska’s entire body is meeting the same fate.
15 moons: When all is said and done… Alaska is gone. And what Elias has created… it’s not his mother. The creature that stands before him is all wrong - bones too large and soul-less eyes staring at him, until it finally succumbs to earthly pressure and dies all over. Elias, filled with heartbreak, guilt, fear, and anguish, passes out.
16 moons: It takes a long time for him to awaken - and when he does, he’s in the presence of a god. The Smith was someone that Elias only had the foggiest memories of, hazy echoes of early childhood when his family was still whole. He has fixed Elias up with a metal arm, and there’s something sat next to him… a living construct of armour that has his brother’s voice. When Elias asks if the Smith took pity on them, he answers with a blunt yes.
18 moons: It takes time for Elias to get used to his new situation, and his new leg. He talks at length with what he has come to know as Alaska’s new reality - a soul living in a suit of armour. Feeling (correctly) that this is all his fault, Elias vows to find a way to return his brother’s body back to how it was, no matter what. Alaska, claiming that no one forced him to do anything, promises the same. The two bid farewell to the Smith, wanting to delve back into the Bright Realms to find the research they require.
20 moons: current
Feats
The Leaden Leg (Passive) : Elias has had to accomodate for this sudden and new change in his life-- the heavy machinery he's attached to. For this, he receives a +7 to Heavy Lifting checks.
What Did It Cost? (Active): Elias is no stranger to grave sacrifices. He is prepared to do what he must at all times. When this feat is activated, he may take a d8 of damage to ensure a good outcome to the situation. Should he roll a 1, the feat fails and he takes double damage-- forcing him to roll another d8. This can be used once per Expedition.
Feats are character abilities unique to Bones Like Bare Roots. The passive feat influences the characters stat, while the active feat is something you can activate once or twice per in character event. Feats are written by Koby, RP runner and creator of Bones Like Bare Roots.
Extras
Elias is based off of Edward Elric from Fullmetal Alchemist. Instead of alchemy, he specializes in transformation magic, and was born in the Bright Realms.
Non-Binary (they/them) - 86 moons - Pansexual - Taken
Massive and impassive, Whiskey is hardly the picture of friendliness. They have the blood of numerous cats on their claws, and show no signs of slowing down. They were raised in the tough life of a feral gang of cats, and after the untimely death of all of their family, has sworn revenge on the cat responsible. Through their partner Alexander (who they love just as much as they loathe), they have gained another group of enemies in the Swamp Clan Cats. They will not rest until both the Clan and Klaus' gang are wiped out.
More than once in their lifetime, Whiskey has been likened to a mountain. Not just in stature, but in expression. The large tabby takes inexpressiveness to a whole new level, a look of resting neutrality often all that dawns their face. It’s not just that, they’re as cold as a mountain’s peak, too. Where anger may make others hot and fiery, Whiskey simply simmers, rarely raising their voice and instead looking down on those who would lose their cool over something as simple as words. Their words can be frigid, and one might catch frostbite by wounds inflicted by his claws.
Of course, no one is simply one thing at all times. Whiskey’s anger can be unpredictable if pushed to the edge. It doesn’t happen often, but sometimes that coldness in them shifts into that cold feeling just before you’re burnt alive, before your body can process the extreme temperature it’s facing. Whiskey can explode if their limit is found, and if you’re on the wrong side of such an event, watch out. You’ll be lucky to escape with your life. If Whiskey wants you dead, oftentimes you don’t make it off the block before they’ve found you. Luckily, their attention seems to be currently occupied… though for how long that’ll last is another unpredictability.
Whiskey is incredibly combat oriented. They leave the talking to Alexander, and instead prefers their actions speak for them. Talking never does them any good, anyway - their meaning never manages to come across well in their tone. No – Whiskey would sooner have you bloodied on the ground than a posturing of wits and words. They’re incredibly scrappy in a fight, too, relying on many different styles and varying levels of ‘nobility’ in their strikes. Whiskey isn’t afraid to use an underhanded tactic or two to make sure their point is made, and their opponent won’t be able or willing to make the mistake of attacking them twice.
Much like their partner, Whiskey is seeking revenge for a perceived wrongdoing. While they themself have no real issue with the Clans, Klaus and his gang is high on Whiskey’s hit list. Their need for vengeance doesn’t quite blind them, but Whiskey tends to be more likely to run hot-tempered when Klaus’s bloodline is in their sights. When their group was disbanded due to the claws of Elias, Whiskey vowed they’d see the end of that particular branch of the family tree, something they still intend on seeing out.
While you might not think it, Whiskey tends to be quite loyal after you’ve gotten them on your side. It takes a lot to get to that point, don’t get me wrong, but once you’ve managed to worm your way into their stony heart, you have an attack dog on retainer. There aren’t many on the list, but Whiskey does have cats they’re willing to die for, Alexander and Gem among them. And if you hurt them…
Well. You better start running.
Partner - Alexander - Played by Uchuuji
Daughter - Gem - Played by Rumor
Timeline
0 MOONS: Born to Anila and Pascal alongside a twin brother. Pascal, leader of a gang of cats taking residence in the city, welcomes this fortune and claims that they will be strong additions to their ranks.
2 MOONS: The twins are often together more by circumstance than by choice. They’re difficult to distinguish, and cats take to calling the two of them “Whiskey ‘n Rye”. Whiskey hates this, mourning the loss of individuality.
4 MOONS: Combat training begins with a boom, the two of them thrown into relatively simple scraps and told to figure it out. Whiskey excels, while Rye begins to fall behind. A bitter rivalry begins to form between them.
7 MOONS: The rivalry is only made worse when Pascal begins favouring Whiskey to Rye, noticing the former’s progression. Whiskey preens at the praise and attention from their father, while Rye simmers and gets in more fights to prove that he can be strong too.
8 MOONS: Whiskey and Rye begin getting into physical fights - often caused by Rye baiting Whiskey to attack. While the injuries are never severe, there are injuries, and it’s enough for them to be separated. Whiskey celebrates this as a reward, and they begin to see their brother less.
11 MOONS: As Pascal attempts to expand the borders of their gang’s turf, it brings them into conflict with a few other gangs of cats. The most notable being Elias’ gang. Suddenly, there are a lot more battles and skirmishes taking place within the city, and Whiskey proves their usefulness with their inability to back down, even after receiving injury after injury. They claim they don’t feel the pain when questioned.
13 MOONS: By pure (bad) luck, Whiskey and Rye are patrolling the same area of territory when they’re ambushed by some of Elias’ cats. Whiskey dispatches their attackers easily, but not before Rye is severely wounded. Whiskey, seeing this as an opportunity, slits Rye’s throat, claiming that they’re putting him out of his misery. The gang is heartbroken when they return home, and Pascal vows revenge on Elias.
17 MOONS: With both gangs growing and expanding, more careful planning is put into place among Pascal’s cats. He refuses to lose any of his own offspring, and promises to do the same for his gang’s members. Whiskey, who cares little for anything except for the praise from their father, soaks this mindset in. It’s Elias’ fault that they are losing cats. So Elias must be dealt with.
25 MOONS: Pascal loses his sister during another battle with Elias’ cats. This seems to be the last straw, and Pascal appoints Whiskey as his chief executor, directing them to kill any of Elias’ cats they come across as they expand their borders.
28 MOONS: Intending on claiming the park, Whiskey takes two other cats from their gang and sets out. When they arrive, it’s apparent that Elias posted guards on the park, but that is of little consequence to Whiskey, and the two groups engage in battle. It’s hardly much of one, though. Whiskey leaves the larger of their companions to deal with the larger of these two (Klaus), while they aid the smaller of their own cats to take out the other (Challe). It’s not long, though, before Klaus puts himself in between Whiskey and his brother. However, the battle is hardly much of one. The attack that had been intended for Challe instead scores Klaus’ pelt, and Whiskey dispatches the larger cat easily, pressing his skull into the pavement before turning on Challe. The other cat they’d brought similarly wounds the smaller brother, but he manages to slip from their grasp and pelt away. Whiskey wants to follow, but their companion insists they return to Pascal… so they begrudgingly agree.
30-39 MOONS: Things continue like this between the groups for a while. The two cats that Whiskey had taken to claim the park are found dead, making Whiskey realize that their job wasn’t as finished as they’d thought. They keep an eye out for one of the two cats, but never come across them.
40 MOONS: Everything comes to a head, and Elias’ group fully clashes with Pascal’s group for the final time. It seems that Pascal had underestimated the size of Elias’ gang, and Whiskey’s group is very quickly overwhelmed by sheer number. Cats begin falling like flies, and Whiskey takes the brunt of an attack from a cat almost twice his size. Moments before he’s knocked unconscious, they see the pelt of a cat they’re sure they killed and realizes that Klaus is Elias’ son. They can’t process much more of the information before the entire world goes black.
When they awaken, their entire family is dead. It seems that they’d been thought to be the same - unsurprising with the amount of blood covering their body from wounds they can’t feel. Whiskey turns faces and closes eyes of cats they’ve known for their entire life. When they get to their father… they vow that they will be the wrecking ball that takes out Elias and the rest of his bloodline.
43 MOONS: They wander for a long time, unsure of what their place is, now. They’d only ever followed commands given to them, taken out threats and defended Pascal’s land. Now though… now it’s just them, and they’re uncertain. It’s maybe fate, or maybe just rotten luck, that they happen upon a cat getting the shit beat out of him by a large group of cats. Likening it to the way their gang was outnumbered, Whiskey sees red and erupts into the group, defending this stranger and fighting off the cats who stink of swamp and garbage.
Neither of them tell the story the same way - but one thing they both remember clearly is how, when the last of those Clan cats were gone, Alexander smiled up at Whiskey and Whiskey, despite themself, stayed.
44 - 80 MOONS: Whiskey isn’t sure why they stick around with Alexander. The two of them fight constantly, diametrically opposed in most ways. Alexander enjoys poking and prodding, seeing how far he can go until Whiskey snaps. And Whiskey is not above using force and their size advantage to cow Alexander until he stops. More than once, after a verbal fight has turned to a physical spar, Alexander leaves and vows never to return. And, every time, Alexander returns, and Whiskey welcomes him back.
Despite their differences, Whiskey isn’t too big to admit that they work well together. Alexander has the charm and social graces that Whiskey lacks. Whiskey can back up any threat made with muscle - even though Alexander can hold his own, it’s clear that Whiskey is brawnier than he is.
They both, also, had a directive. Whiskey intended on ending Klaus’ bloodline, one way or another, and Alexander wanted to pay revenge to the Clan cats who had wiped out his own group of cats. Whiskey could respect that, and so long as his own goal wasn’t pushed away for the rest of his life, he saw no harm in helping Alexander take vengeance for the destruction of his family.
The thing is… Whiskey had never. Liked. A cat. It was difficult for them to identify such a feeling - all they'd ever had to do was focus on being the best, so they remained in their father’s sights and continued receiving praise. Now that need is gone. They had met cats during their stint of time alone, sure, but there had never been. Love. There had been passion, sure whatever, but they’d never really wanted to stick around.
And, similarly, it takes a long time for that warm feeling to bubble up in their chest regarding Alexander, too. But bubble up it does. Alexander stops being just a partner, and becomes someone that Whiskey would lay down his life for, if it meant that Alexander would keep on living.
Whiskey doesn’t fold easily, though. They are unwilling to make a fool out of themself, and Alexander had always spoken familiarly about them, even before they’d started working together. They have to be sure feelings are reciprocated before they put themself out there - and even then they wait a little longer. It comes to a head when Alexander makes a smart comment about Whiskey’s lack of ‘game’, and Whiskey turns it back around on the pretty ginger tabby.
They suppose that’s when they became ‘official’. Though not much changed, not really. They still had their moments, but those moments were peppered between nights wrapped around each other as they slept. Whiskey knew, deep down, that what they had probably wasn’t the healthiest. When Alexander would take absences after a fight, Whiskey would pace. Whiskey would get into fights with any passing stranger. And then Alexander would return, and things would fall back into normalcy.
It wasn’t healthy. But damn if Whiskey didn’t love this cat as much as they were capable of the feeling.
81 MOONS: Parenthood happens suddenly. Whiskey was just doing what they’d always done, following Alexander as he prattled on about their next score - some old human who handed out tuna like it was going out of style - when they took a wrong turn and ended up facing a box. A box with a kitten in it. Now, Whiskey had no illusions about being a good parent, nor did he think Alexander would be either. But… well. You try to stay neutral when staring down those big eyes, looking half starved and pathetic. Whiskey said nothing as Alexander picked up the kitten and they ended up taking her back to their home.
At first, the plan was to dump her off with the nearest parental-looking animal they could find. But… well what if Whiskey taught her how to defend herself first? And what if Alexander showed her the best way to score food from a soft-hearted human? And what if, what if, what if,
Gem didn’t end up going anywhere. And Whiskey couldn’t find it in themself to be upset about it.
Extras
Whiskey is a Thistle in the Weeds Site Adopt with the purpose of stirring up trouble with both the rogues occupying ThunderClan, and ShadowClan, alongside their partner and daughter.
Whiskey's perk (a boon system used by Thistle in the Weeds) is as follows: The Dreadful Maybe it's the look in their eyes or the power in their claws, but Whiskey strikes fear into the hearts of those who interact with them -- predator and cat alike. Everyone in their presence, who they do not share a strong bond with, receives a -1 penalty to all stats, including Staff NPC accounts.
Much to his own chagrin, the first word that comes to mind when thinking of Puffinpelt is average. He's never been particularly skilled or special in any warrior-specific attribute, something that he very clearly hates. One area where he does seem to have above average skill in is ruining relationships. He was with his ex-mate for a long time before eventually dumping her after their children were born, and very quickly getting with his current boyfriend - but still wanting to hide the fact that they were together (due to internal homophobia). Despite his average nature, he was made deputy of ThunderClan... and then started having some weird dreams.
Personality
temperamental, hates to be wrong, loving, charismatic, analytical, rash, fatherly (tries), hard-working, idealistic, stubborn, painfully average
Puffinpelt has never been a stand-out kind of cat. He’s average in almost every way – appearance, skills, intelligence, you name it. Despite this, he works hard to fight against this average image, trying to show that he can be exceptional. This harsh feeling of insecurity seems to lead to Puffinpelt being quite temperamental, especially when his skills (or lack thereof) are called into question. He’s quick to anger if he grows frustrated, and that expresses itself in explosive arguments. He cannot stand being wrong, and as such can get quite stubborn as he tries to prove himself right, no matter what situation it’s in.
Despite all that though, Puffinpelt does have some positive traits. For starters, while it doesn’t come naturally, Puffinpelt has trained himself to be charismatic. He’s not necessarily warm or friendly, but there’s a certain charm in knowing that he’s going to tell you exactly what he thinks and won’t lie to preserve your feelings if he can help it. He is a bit rash, not thinking things through all the way, especially on the emotional side of the spectrum. He tends more toward analytical intelligence, and while he’s average in that area too, he’s certainly better at that than emotional intelligence.
Puffinpelt is loving when he finds the right cat. He’s fought so hard against the opinions that have been drilled into him since birth and has finally begun being more open about himself and who he loves – romantically or otherwise. He did love Cinderflower, just not in the way she loved him, not in the way he was supposed to. He’s afraid, some may even call him cowardly, to admit this and try to reforge their relationship, though.
Puffinpelt is also quite idealistic, wanting to have the perfect family. Though what that looks like has been an ever-shifting image in his mind. He wants to be able to have it all, in a way. He wants Cinderflower, Bramblebug, and Dipperpaw all at once, even though that would be a disaster. On the subject of his son, Puffinpelt does his best to be fatherly, though isn’t quite sure what that looks like. He tries to bond with Dipperpaw and engage in things he likes, however Puffinpelt is not a good liar, unless he’s lying to himself. He finds it difficult to feign interest in things he’s not actually interested in, and as such struggles to maintain relationships in any fashion.
Family
Mother - Skunktail - deceased
Father - Blackfrost - deceased
Ex-Wife - Cinderflower - played by Misty
Son - Dipperpaw - played by Snowy
Son - Ouzelkit - deceased
Daughter - Lichenkit - deceased
Boyfriend - Bramblebug - played by Rainbow
Mentor - Cariboustorm - played by Sibyl
Apprentice - Hickoryhawk - npc
Timeline
TW for homophobia, internalized homophobia, and (false) rumors of infidelity
0 Moons: Born to Skunktail and Blackfrost
3 Moons: Parents begin pressing their thoughts and opinions (largely revolving around disdain for anything other than a nuclear family) into Puffin’s mind. He starts to internalize them. His mother expresses that while other things may be fine for other families, she knows he will get with a good molly and give her grandchildren.
6 Moons: Puffinpaw becomes an apprentice. His mentor is Cariboustorm, who intimidates him.
7 Moons: Puffinpaw begins experiencing crushes. They are exclusively on male cats, but he excuses this by telling himself he’s just admiring their strength and other warrior skills. He tries to convince himself he’s crushing romantically on female cats.
7 Moons: Garstar begins acting violently toward WindClan and ShadowClan
8 Moons: Training with Cariboustorm is difficult, and Puffinpaw finds it hard to see any progress despite his mentor's best efforts. He seems to want to find Puffinpaw's best skill and exploit it, but Puffinpaw remains average to the frustration of them both.
9 Moons: Puffinpaw forms a close friendship with Cinderpaw that he mistakes for romantic feelings
10 Moons: Puffinpaw gets a crush on Bramblepaw and pretends it’s just friendship
11 Moons: Cariboustorm impresses the importance of rising above the mundane to Puffinpaw, which feels like an insurmountable task. He also continues pressing that crows are never to be hunted, less Puffinpaw become cursed.
13 Moons: Puffinpelt is given his warrior name after passing his assessment a moon later than normal.
15 Moons: Asterstar begins helping ShadowClan and WindClan. He gives up territory to ShadowClan. Puffinpelt’s parents are against this decision, however know better than to speak out against the Clan leader. They commiserate with like minded cats. Puffinpelt echoes their sentiments in an effort to not disappoint his parents.
19 Moons: ThunderClan aids WindClan in destroying SkyClan’s tunnel entrances.
22 Moons: Asterstar sends cats with ShadowClan and WindClan to dethrone Garstar
23 Moons: Becomes a mentor to Hickorypaw.
24 Moons: With the looming threat of Garstar over, Puffinpelt’s mother pressures him for grandkits, leading to him asking Cinderflower to be his mate.
27 Moons: Puffinpelt spends more time with Bramblebug than with Cinderflower. He refuses to acknowledge the reasons why.
30 Moons: Hickorypaw becomes Hickoryhawk
36 Moons: Cinderflower gives birth to Puffinpelt’s offspring. There is only one kit who survives.
38 Moons: Dipperkit begins to resent his father for the lack of time Puffinpelt spends with him and Cinderflower. Puffinpelt notices this but doesn’t know how to fix it and is unable to find common ground between him and Dipperkit (though he doesn’t try very hard).
40 Moons: Skunktail dies from illness
40 Moons: Without the pressure from his mother, Puffinpelt finally sits down and examines his feelings and tries to form his own opinions. He and Cinderflower break up.
41 Moons: Puffinpelt begins a relationship with Bramblebug extremely quickly after the breakup. He begs Bramblebug to keep it a secret, as he’s still battling internalized homophobia
43 Moons: Tired of hiding it, Bramblebug no longer keeps the secret and engages in PDA with Puffinpelt, telling anyone who asks. Puffinpelt doesn’t deny anything, but grows angry and bitter toward Bramblebug - but is too stubborn to instigate a break up.
43 Moons: Cinderflower is heartbroken all over again, hearing (false) rumours that Puffinpelt was with Bramblebug while he was still with Cinderflower. Dipperpaw begins to resent his absent father even more due to how quickly he apparently moved on.
45 Moons: ThunderClan is hit with a mysterious illness, which ends up causing Asterstar's death. Sparrowstar becomes leader, and names Puffinpelt his deputy. Sparrowstar tries to lay out a plan on how to fight this illness and find where it's come from, as well as makes changes to the mentoring system in ThunderClan. Puffinpelt begins having dreams from "StarClan".
Extras
Puffinpelt is loosely based on Marvin from Falsettos!
Puffinpelt’s perk (a boon system used by Thistle in the Weeds) is as follows: Cursed by the Dark Puffinpelt, knowingly or not, has forged a bond with their darker clan ancestors. At night they can receive private training and advice dreams from the Dark Forest. +2 chr +2 str
Trans male (he/him) - 13 moons - Pansexual - Single
RiverClan Healer's Apprentice
Small and anxious, Minnowpaw was never a big contender for Riverclan's strongest warrior. However, that hardly stopped him. Alongside his best friend Goshawkclaw, he trained as hard as he could between frequent bouts of illness, eager to prove he could be strong and help protect his Clanmates. However, just as he was nearing the age that most would receive their warrior names, Minnowpaw was approached by RiverClan's healer and told that his destiny was different from his peers - he was to train and be a Healer's apprentice instead. The revelation began a fight between him and Goshawkclaw tha still has yet to be fully resolved.
Personality
kind, thoughtful, rambler, wants to feel important, naïve, reckless, timid, reserved, emotional, analytical, tends to butt in when it's not necessary
The first thing that cats say about Minnowpaw is how unbelievably kind he is. He always puts others before himself, always gives others the benefit of the doubt and tries to befriend them. Even the most closed off cats, Minnowpaw tends to think that they just need someone kind with a big smile in their lives, and he is completely ready to be just that person. However, with this he can be a bit pushy, and tends to insert himself into situations that don’t always require his intervention. He doesn’t seem to realize there’s a line between being kind and helpful, and being overbearing.
Though Minnowpaw may come across as an extrovert, that’s not entirely true. Because of his lack of close friends early in his moons, he tends to be more reserved than one might expect. He gets lost in his thoughts frequently, to the point where those thoughts tend to tumble out of his mouth in the form of unabashed rambling, which he has been told is weird and annoying. These repeated statements have led to Minnowpaw being a bit timid around others, afraid at how they will react to his non stop flow of words. However, there’s little chance of that ever changing, because it’s all part of Minnowpaw’s analytical process. He may not seem it with how goofy he can be sometimes, but Minnowpaw is shockingly intelligent for his age, always making mental notes and mimicking other cats to pick up on their skills.
One thing that will likely follow him even as he ages is how in tune Minnowpaw is with his emotions. He’s a very emotional cat, not afraid to cry if the situation calls for it (and sometimes even when it doesn’t). He has a somewhat naive outlook on the world around him, which sometimes causes him to feel a lot more than he maybe should. He’s wanted to feel important ever since he was very young. He knows that, being a part of a Clan, he’s already a part of something bigger, but is it so wrong to want to be something more than that, too? He doesn’t voice this much, instead letting his actions pave the way.
Speaking of actions, Minnowpaw tends to be reckless with his own health if he thinks that him getting hurt will benefit someone else in the long run. While he cares deeply for the health and wellbeing of others, he considers himself somewhat expendable, and is willing to put his life on the line for the safety of his friends, if it ever comes to that. Stories of war and unending conflict have made it apparent that not everyone cares as much as Minnowpaw, so he has to make sure those he loves are protected. While he may be timid in social situations, Minnowpaw is not afraid to stick up for himself, if pushed to the very ends of his limits.
Family
Father - Asterstorm - Status Unknown
Mother - Frostflower - RiverClan Warrior
0 Moons: Born the only kit to Asterstorm and Frostflower later than Asterstorm had originally wanted.
1 MOONS: Minnowkit proves to be quite weak and frail, but no less energetic than his denmates. He's fascinated by the (admittedly few) ThunderClan cats who come to RiverClan for aid, though cowers as they share their stories.
2 MOONS: Minnowkit has an antagonistic relationship with his denmate, Goshawk-kit, but endures it for the boon of having a “friend”. Despite all the teasing, Goshawk-kit always comes back to Minnowkit, claiming that they’re friends so of course he’s going to stick around. Minnowkit finds their teasing to be a motivator for him to get better and stronger.
2 MOONS: Asterstorm vanishes from RiverClan for unknown reasons.
3 MOONS: Minnowkit starts following around warriors and tries to mimic their actions so that he is well prepared for his apprenticeship
5 MOONS: The competition between Minnowkit and Goshawkpaw reaches a head, and the two of them have a very public shouting match over it in the middle of camp. Minnowkit resolves to be angry at Goshawkpaw and not forgive so easily.
5 MOONS: Eventually, Minnowkit feels bad about holding a grudge and, rather than talk things through with Goshawkpaw, helps his friend with something he’d been struggling with. The two of them go back to normal after this.
6 MOONS: Minnowkit becomes Minnowpaw on time and is apprenticed to Puddlefrost.
7 MOONS: Minnowpaw gets whitecough, and his weak constitution keeps him under the eye of the medicine cat for almost an entire moon.
8 MOONS: Minnowpaw is finally able to start his training proper, and with his first lesson being swimming, manages to almost drown by being too stubborn to ask for help. He bothers Puddlefrost until his mentor lets them keep practising swimming and he eventually becomes adept.
9 MOONS: Minnowpaw falls ill with an unseasonable bout of greencough and is confined to the medicine den. He's stuck in there as cats arrive banged up from the Rest Stop conflict, and privately hopes that Goshawkpaw was not involved.
11 MOONS | SITE MOON 0: Minnowpaw recovers from his illness and is eager to resume his warrior training... however fate seems to have different plans when Bobcatnose approaches him about becoming a medicine cat apprentice instead. The announcement causes Goshawkclaw to feel like Minnowpaw is abandoning him and the two of them fall into a fight when Minnowpaw is unable to properly explain his reasoning for accepting the position.
13 MOONS | SITE MOON 2: Still fighting with Goshawkclaw, Minnowpaw loses more sleep than usual. This results in a late-night walk, when he is accosted by an unknown assailant (unbeknownst to him, it's a rogue Tenko spirit). Goshawkclaw, feeling through their bond that Minnowpaw is in trouble, finds him wandering around the territory disoriented and with gaps in his recent memory - and with white fur frosting the tips of his usually grey pelt.
Extras
Minnowpaw’s first perk (a boon system used by Thistle in the Weeds) is as follows: Soul Bonded both Minnowpaw and Goshawkclaw are permanently bound together, as if by magic. They can sense each other -- willing or not. When both cats are together they feel invincible and receive a temporary boost of +1 stats to every stat. If one should die, however, the other's social stats will all drop to 1 as they go mad with grief.
Minnowpaw's second perk (a boon system used by Thistle in the Weeds) is as follows: Tenko According to clan mythology, on the night of a gold moon an ancient sky fox spirit may choose to twine tails with a cat – granting them the gifts of a yokai. Their fur may be turned white, gold, or silver hued from the encounter, and they gain several mysterious abilities.
Minnowpaw has two perks because of an event specific item, a golden ticket.
Minnowpaw was originally a site adoptable for Thistles in the Weeds - however his 'adopt' was more for the plot associated than the character. His plot involves his best friend Goshawkclaw (played by Mink), and is determined by a random dice roll. Essentially, one of the two will randomly die young, and the other will suffer the consequences regarding their shared perk.
Phoenix appears to be pretty cold and aloof, not letting anyone get close enough to him to say otherwise. He speaks bluntly and without much inflection, causing him to sound disinterested even when he genuinely cares about what he's saying. The strange tom manages to keep a calm head in crisis, though can get easily fired up when it comes to family matters. Currently, he doesn't appear to be very close with anyone that's in the Court, and is tight-lipped about his reasons for staying.
The first thing one might notice about Phoenix is his aloof exterior. Some, when they learn about his family name, might even call it 'cold'. He very rarely expresses his emotions outwardly, and more often than not sports a frown and a pinched expression. He learned early on in his life that expressing positive emotions could be viewed as a weakness, and the last thing he wants is for his peers and potential allies to think that he's weak. (That’s not to say he doesn’t have any emotions. Quite the contrary - Phoneix feels a lot, and likely feels more strongly than most. He just… he knows he can’t show it. He cannot be weak.)
Though he's since grown slightly, when Phoenix has a certain goal in mind, he tends to focus on it and nothing else. The most notable example is his training with his father. He's sometimes unable to work on two separate things at a time, which was a source of contention between him and Blaze. While he insists that this is a good thing, this single-minded focus, it's pretty clear that it's something he needs to work on.
While he may hold a nasty grudge when someone has wronged him, Phoenix is often relatively calm and composed in the face of danger or otherwise unexpected situations - as is expected of a hero. He keeps a level head (most of the time) when faced with an enemy, and while he is still hesitant to use the training his dad forced upon him, he tends to be relatively skilled in keeping himself (and others) safe. His status as a member of a renowned 'hero' family, coupled by his generally unflappable attitude, has given him (perhaps misplaced) confidence in his ability to handle anything. (Of course, there's always exceptions. When his father is brought into the picture, that calm persona evaporates, and Phoenix leans more into the 'fire' part of his name, for lack of a better comparison.)
Due to a lot of his life being confined to one place with only his father for company, Phoenix is incredibly clueless when it comes to social situations. He has a hard time understanding some references to things he might not have had around him as he grew up, and tends to lag behind when it comes to common phrases and jokes. His reserved nature doesn't help with this, as he tends to not want to ask for an explanation, but it leaves him floundering and uncomfortable in large social gatherings. Or even sometimes one on one interactions.
Because of this, despite everything he's tried to do to prevent it, Spencer can sometimes be quite awkward. He promises that it's just him trying to figure out how to navigate conversations, but it's likely really just something he's tried to hide behind his cool exterior. He also has an incredible inability to lie, and an equally incredible ability to overshare. It makes him genuine, at least, but it also means he has no trouble saying things that others may shy away from. He doesn't mean it in a nasty way. Probably.
Family
Father - Blaze - Status Unknown
Mother - Rime - Status Unknown
Brother - Ash - Status Unknown
Sister - Flurry - Status Unknown
Brother - Squall - Status Unknown
Timeline
CW for Abuse (Spousal and Child) ; Accidental Child Abuse ; Dissociation
0 MOONS: Born to Blaze and Rime. The only kitten in their second litter, and as such the youngest child of four. Claimed to be the “most successful mixing of genes” by Blaze and was immediately scouted as the favourite child.
2 MOONS: Begins being trained by Blaze to be his ‘successor’. He is isolated from his other siblings, being told that he’s better than them. The training is brutal and Phoenix ends up hurt and exhausted often. One of his siblings, Ash, grows to resent him.
2 MOONS: When he’s not doing “hero” training with his dad, Rime takes him aside and shows him the art of healing. It has to stay secret from his dad, but Phoenix finds himself looking forward to these lessons. He doesn’t notice anything wrong with his mother.
3 MOONS: Ash goes missing, and Blaze tells the family that he has been killed from picking a fight with someone he could never win against. No body is ever found.
4 MOONS: Rime has a mental break, after dealing with prolonged abuse from Blaze both physical and emotional. In a fit of dissociation where she can only see his father in him (CW ACCIDENTAL CHILD ABUSE) she takes Phoenix out to where the fire they live near has burned out, and forcibly shoves half of his face into the coals.
4 MOONS: Blaze arrives and quickly tackles Rime out of the way, growling and hissing and taking Phoenix to the nearest healer as fast as he can. He’s saved from death but it’s a close thing, losing sight and hearing on his left side. When he comes back to awareness a few days later, he’s told that his mother has been sent to stay with a healing coven, as she’s “hurt his greatest creation and can no longer be trusted.” Phoenix is devastated and blames his father.
5 MOONS: As soon as he’s physically able, the training resumes. Phoenix hates it, but it is beat into him (literally) that this is the only thing he is good at. Phoenix has a new goal in mind though - become strong enough to save his mother and bring her back to his own group, far from the Frostfires, where she can be safe and they can be a family again. He resents his father for what he did to his mother.
9 MOONS: Has been training with his father for awhile, but refuses to use any of the skills he’s being taught and instead tries to find his own unique fighting style. The result has him clumsily flailing around. He’s still strong and agile from moons of training, but he lacks a certain direction. With the Festival coming up, Blaze begins pushing the lessons even farther to the point of physical illness in Phoenix from exhaustion.
10 MOONS: Blizzard moves on to another family group just days before the Festival. Phoenix notices, but says nothing.
10 MOONS: The Festival is in full swing, and all sorts of different families are there. Phoenix meets many cats his age that reach out and try to be friends, but he brushes them all off. He’s going to be number one - he doesn’t have time for friendships.
10 MOONS: One cat, a member of Shoal’s family group he realizes, does catch Phoenix’s attention. He takes him aside and claims that Phoenix is going to beat him. Coelacanth just smiles and says he’s going to do his best.
10 MOONS: Coelacanth manages to beat him in the test of agility by a hair, and Phoenix almost loses his cool. After the team event, where Phoenix just managed to squeak by after choosing some particularly strong allies, his frustration with Coelacanth and his clear strength and tenacity comes to a head. Phoenix takes him aside to let him know why he’s going to win.
10 MOONS: After spilling his tragic backstory to a stranger, the two of them are pit against each other in the battle portion of the Festival. Phoenix manages to hold his own, but it’s clear his actions are clumsy and not practiced. When called out on it, he says he refuses to use his father’s training. Coelacanth shouts at him, claiming that anything he’s taught will become his own with his own practice and adjustments. That his destiny is his own to shape, not his father’s. This stirs something within Phoenix, and he finally allows himself to use the training his father has given him properly. He beats Coelacanth easily once he comes to this conclusion.
10 MOONS: Phoenix has made his first friend. He ends up losing the Festival to one spitfire of a cat because he cannot get out of his own head, but that’s okay. Because… because Coelacanth has truly shown him something that he won’t soon forget, once he can wrap his head around it.
10 MOONS: Blaze is disappointed he lost the Festival, but beams with angry pride that he’s stopped his childish rebellion. Phoenix tells him, in no uncertain terms, that he didn’t do it for his father, and that he plans on using his father to get stronger so he can save others. Not for any other reason.
14 MOONS: They go back to their usual training, but it’s more rigorous than it used to be. There’s more claws, there’s more blood, and there’s more barely contained frustration from Phoenix. His sister, Flurry, tries to get him to see reason more than once. He tries to listen and be more considerate to her feelings but it’s a difficult situation to be in. Flurry ends up teaching him a bit of healing practice on the side. He finds he enjoys it just as much as he used to. He also learns that Shoal's group lives near his family. He sees Coelacanth more often, and the two of them get into a few messes and scrapes. He finds himself growing attracted to Coelacanth, but figures that this is just what it feels like to have a friend.
18 MOONS: Brings up training to be more of a healer/rescue hero than a combat-based one to his father. His father will hear nothing of it, and the two of them have their most explosive argument yet. Blaze is called away to help someone, and Phoenix decides that he’s old enough to make his own decisions.
18 MOONS: He leaves. He asks Coelacanth to come with him, but Coelacanth still has responsibilities within his own group. While he’s internally disappointed, Phoenix understands and does not fault him for it.
18 MOONS: Phoenix has heard rumours of a New Group that isn’t resigned to just holding family members. He hears that they’re helpful, and encourages cats to try new things that they might enjoy. He hears that they’re creative, but that doesn’t help him. Still though, he’s curious and needs to get away from Blaze as fast as he can.
20 MOONS: Phoenix arrives at the Court.
Feats
Top Of The Class (Passive): Phoenix has been pushed to his absolute limits, often beyond his will. Though this comes at a great cost, this affords him strength. For this he receives a +6 to Heavy Lifting checks during Expeditions.
Suturing With Your Teeth (Active): Although Phoenix is built for violence, his love and desire lies in healing. When this feat is activated, he may make a Medicine check. If the check is successful, he may roll the damage dice for an attack of his choice and add the appropriate modifier. The cat receives that amount of healing back. He may use this once per Expedition.
Feats are character abilities unique to Bones Like Bare Roots. The passive feat influences the characters stat, while the active feat is something you can activate once or twice per in character event. Feats are written by Koby, RP runner and creator of Bones Like Bare Roots.
Extras
Phoenix is very obviously based on Shouto Todoroki from My Hero Academia.
Cabbage Patch Kid - Thistle in the Weeds (pre-revamp)
Genderfluid (he/she/they) - 60 moons - Pansexual - Single
Cabbage Patch Kid was born a scam artist and will die a scam artist. He's out for himself and only himself, feeling nothing as he swindles cats for everything they own and fleeing for the hills. While he's only ever killed a couple of times, he doesn't shy away from such things - especially if a cat is getting too familiar with him. He lives off the adrenaline rush that comes with his 'job', and shows no sign of slowing down with his hustle.
After playing a part for the majority of his life, Patch has lost most of their authentic self and instead has become as adaptable as a chameleon. It’s not hard for them to play the part, and they tend to adopt a new personality with each new cat they meet. (And each new scam they attempt). This is made easier by their charm, easily knowing what to say and how to say it to get what they desire. They can also be fairly humourous, knowing when and how to make an easy joke to lighten the mood and lower the inhibitions of others.
Deeper down, however, Patch is anything but charming. They are exploitative and greedy, needing to possess things and not caring who they hurt to obtain them. They’re crafty in their cons, having been able to get away with them for over fifty moons with few consequences. However, this has made them incredibly confident, and the further they get the more they want to try riskier things. They crave the adrenaline rush that comes with near-death situations, and have started seeking them out the further they’ve gotten from their mother.
Due to being involved with successful scams as a young child, Patch has developed a narcissistic personality. They think that they are the reason for their and their mom’s successes, and that they are the best thing to ever come out of this world. When things go wrong, they never blame themself, and instead find someone else to carry that burden.
Finally, Patch is incredibly shameless. They don’t see anything wrong with what they do - the cats they scam and con shouldn’t flaunt their possessions and status as much as they do, in their opinion. Even on the rare occasions where Patch has resorted to murder, they didn’t feel anything beyond a grim sense of satisfaction and that rush of adrenaline that they so desperately crave. While consider murder to be a last resort, it is never off the table if a scam or a con goes sideways - or if someone is close to figuring out that they’re not who they say they are.
Family
Mother - Peach - Status Unknown
Father - Elliot - Status Unknown
Numerous flings through cons and scams
Daughter - Millie - Deceased
Latest Mark - Ivytongue - played by Uchuuji
Timeline
TW for manipulation, stealing, using a child in crimes, and murder throughout the timeline. If anything in particular needs to be marked, please let me know!
0 moons: Born “Patch” to Peach (a conwoman) in the middle of an alley. They’re the result of a brief fling that their mother had with an undisclosed partner.
2 moons: Peach begins involving Patch in her cons. She would have them pretend to be a “blubbering kitten” so she could get items, food, and company from unsuspecting stray cats - sometimes going so far as to pretend to be mates with them to take them for all they were worth. Each time they have a successful heist, Peach and Patch laugh together.
5 moons: Patch begins to develop a narcissistic personality due to participating in their mother’s cons - though they also begin struggling to form their own identity since they are always playing a part. They learn through these cons that high-profile house cats often have long and strange names, and decides to extend his own to “Cabbage Patch Kid”.
7 moons: Patch decides to try and perform a con on their own. They slip away from his mother and find a group of cats, playing the part of a weak youngster looking to be a part of something. They are welcomed easily into the group.
8 moons: Training with the group, Patch picks up a number of skills - including but not limited to picking simple locks. They’re a quick study, and soon become one of the best in the group.
10 moons: Sneaking into the most protected part of the group’s hideout, Patch steals some of their food and some of their most precious treasures, before heading back to the last place they saw their mother. She’s furious with them for leaving for so long, before realising what they’ve accomplished. The two of them quickly move to a new city, though not without high praise from Peach.
15 moons: The two continue performing their cons and reaping benefits, moving to new places frequently. When she decides they’re old enough, Peach allows Patch to do one of her cons on their own - leading to him befriending a swanky house cat under the ruse of a show cat - using a collar that they stole and the name “Dancin’ Machine”.
18 moons: The con ends when the house cat has Patch’ daughter and he takes her (along with some of the house cat’s possessions) back to Peach. Peach isn’t sure about the kitten, until Patch insists that she can be just as useful as they were back when they were younger.
23 moons: While out on a job, Patch leaves Millie in the care of Peach. However, when they return, they find their daughter face down in the water and Peach nowhere to be seen. They manage to save Millie, however when his mother returns the two of them have a wicked fight. Outraged that their mother would damage something that was theirs, they take Millie and leave.
24 moons: Unwilling to devote their time to their daughter, Patch dumps her near a human shelter and leaves, considering her broken and not worth the effort.
29 moons: Patch continues travelling and amassing a collection of objects they steal from unsuspecting cats. Each time they play a different part, and with each success their confidence grows. They begin adopting the identities of the cats they swindle.
34 moons: Feeling a rush every time they get closer to being caught, Patch begins to take on riskier cons and higher profile targets. Their favourite is getting involved with groups, learning their inner workings, and then taking whatever they hold dear as they flee.
38 moons: Patch gets too close to human houses one too many times and is eventually caught by someone and taken to a shelter. Luckily, they are able to fiddle with their claws in the lock mechanism enough to get out - evading the humans as they escape the shelter. The adrenaline rush the entire situation offers is addicting.
40 moons: Patch makes the acquaintance of a cat named Eden. He's vastly different to Patch, being brutish, slow, and rude, but that just interests the tabby more than they would ever admit. Because of this, they don't stick around very long, but Eden makes quite an impression, and Patch files his information away to use later.
41 moons: Patch is interrupted in the middle of a con by Millie, who has sought them out after all these moons. They pretend to be relieved and happy to see their daughter again, but inside they seethe in anger that she’s ruined this for them.
44 moons: After three moons of dealing with Millie, Patch gets fed up and kills her in her sleep with poison they stole from a healer. They feel nothing except relief that she won’t be around to bother them again.
48 moons: After another successful con, Patch moves to the Fishing Village. They recognize that the area is dominated by a gang and makes themself valuable as an obtainer and seller of information. They learn of the Clan cats and feel that same rush of adrenaline they felt in the shelter after hearing how dangerous they can be.
48 moons: While trying to investigate some of the Clan territories, Patch runs into a cat who introduces themself as Ivytongue. Not one to give his own name, Patch adopts the identity of Eden, giving that as his name and falling into that personality. He finds Ivytongue to be interesting, and resolves to continue meeting this strange Clan cat in an effort to learn more.
49-57 moons: Patch continues to meet with Ivytongue under the guise of "Eden", playing the part of a stupid brute and accomplishing most tasks that Ivytongue asks of them - though mostly just to see what they're going to get out of it. Eventually, it's clear that they've fooled this silly Clan cat, who seems eager to see just how loyal "Eden" is to them. Patch, having learned through numerous meetings, knows the type of cat that Ivytongue is - hell, Patch considers themself a pro conman and would have to be blind not to see that Ivytongue is similar. However… he also knows that living in a group full of family and "friends" will only make things messier in the end.
And they're certainly eager to see the fallout when it happens.
Patch easily swears their loyalty, playing the part of an aggressive idiot in search of the perfect cat to instruct them. Maybe they lay it on a little thick, because Ivytongue seems to buy their words at their face value, and Patch knows that they'll have front row seats to whatever happens.
58 moons | Site Moon 2: Ivytongue becomes ShadowClan leader and invites "Eden" to join. Still quite interested to see where this will go, Patch readily agrees. He's not a great warrior, choosing to ignore the warrior code and just kind of do his own thing, but he's let away with quite a bit. And he likes to see just how far his "loyalty" to Ivytongue will take him.
Extras
While he slotted into the role of a site adoptable (Eden), CPK was not initially intended to fall into that role. As such, on any other iteration anything involving ShadowClan would be scrapped.
CPK goes by many other names including but not limited to: Pizza Roll, Flavour Packet, Firo, Boy Jr, Dreamsicle, Funkytown, Vida Loca, Yeti Spaghetti, Spurnip, Mr. Balloon, Mario Brother, Lettuce, Peanut Head, Side of Corn, Dancin’ Machine, Heavy Machinery, Bitcoin, Cheeto Dust
They were created not long before the site had it's soft reset, and as such didn't see much use.
Male (he/him) - 28 moons - Gray-asexual Biromantic - Single
Aiden has always lived a troubled life, and has always had terrible luck. He was born into a terrible clowder, who viewed kittens as just fresh meat to continue fighting whatever 'war' they'd dreamed up. All of the trauma built up until he developed an alter, Archer, who helped him in getting out of that situation. He met up with a healer and they travelled alone for awhile, before Aiden got swept up into another war -- this time between a group of rogues and a Clan of cats.
Even from a young age, Aiden has never really been one to be boisterous and loud. Instead, he’s timid and quiet, speaking only when spoken to and never trying to go out of turn. The uncertain environment that he was raised in did little to help this and rather spurred on his ever-present anxiety. He’s jittery and speaks with a stutter, which grows worse and worse the more uncomfortable and anxious he himself becomes. It created a vicious cycle, with his parents hating his stutter and shouting and punishing him for it, which only made him more fearful and thus made his stutter worse. Perhaps that’s the true reason why he’s so quiet - he’s afraid that if someone he doesn’t know hears his stutter that he will be punished for that which he cannot control.
His anxiety feeds into other things about him, too. While he is skilled with his paws as both a healer and a craftsman, he does not speak highly of his skills. Instead, he lets others come to their own conclusions, however incorrect they may be. He’s respectful and agreeable by nature, never interrupting others and never trying to pick a fight, listening to his elders as best he can and following any rules given to him. It’s sometimes difficult to maintain this respect, with Archer’s running commentary playing on loop in his mind, but Aiden perseveres nonetheless.
Aiden, at his core, is a kind individual. It took him a long time to figure it out, but he’s decided that his purpose is to help others, be it through his strange crafts or through his ability to heal with herbs. Perhaps this kind nature is what makes him easily manipulated - if someone had more nefarious intentions but hid them behind a plea for help, Aiden almost certainly would miss the core of the message in his efforts to aid them as best as he could.
Despite his inherent kindness however, Aiden has been known to have a bit of a selfish streak. He always seems to be thinking of himself and what’s going to happen to him if he doesn’t do something a certain way. He wants to cure himself of his restless mind and needless anxiety, and has been known to test remedies on other cats without their permissions. Never in a harmful way, mind you, just… he seems to have an affinity for illnesses of the brain such as headaches or anything similar.
Archer would be the first to tell you that he was formed out of a need to protect Aiden from the tremulous environment he was being raised in. His mind, unable to handle the abuse and aggression from his parents, split into a personality that could handle it, and in fact was made to handle it. As such, Archer is extremely protective of Aiden, taking over control whenever he begins to feel like it’s going to be too much for Aiden. While the body lacks the strength it would take to physically fight back, Archer can take prolonged emotional abuse with a smirk and a shrug - it simply does not get to him the same way it does Aiden.
Archer also exudes confidence in everything he does. While he’s not as skilled as Aiden when it comes to healing and crafting, he is very much of the mind of ‘fake it until you make it’. Alongside this, he’s charismatic enough to pull it off more often than not, and managed to hide his more aggressive personality from Aiden’s family for much of their time spent together. And, being not as skilled as Aiden doesn’t mean Archer is a slouch, either. While he prefers hunting to gathering, his mind is almost as sharp as his ‘brother’s, and he has a fantastic memory for herbs and their uses. He has to - as whenever he is awake, Aiden is not aware of the situation going on around him, otherwise Archer’s role of protector wouldn’t be much good.
To go along with his charismatic nature, Archer is also a born salesman. Since the two of them were never trained properly about how to hunt, they had to come up with other means to get fed. Archer, who had noticed Aiden’s fondness for shiny trinkets he found in the city, began haggling them to other cats in exchange for food and shelter, and it became something of a hobby for him. Aiden eventually figured out what was going on between his missing items, but Archer still claims that it’s beneficiary for the two of them. And, well, he has fun doing it!
When the going gets tough, Archer chooses aggression over compliance. For better or for worse, he doesn’t back down from a challenge, even when it’s very clear he will not be the winner. This has gotten the two of them into a fair bit of issues, especially with Archer’s blunt comments to everything and anything around them. But, honestly, if it’s for the betterment of Aiden and everything he enjoys, then Archer would go to the ends of the earth and back. He just… sometimes can’t understand that his actions will have consequences that Aiden might end up having to deal with. Foresight is not his forté.
Family
Mother - Shoal - Status Unknown
Father - Ezra - Status Unknown
Sister - Strix - Status Unknown
Father Figure/Mentor - Oleander - Loner
Timeline
CW: stillbirth; emotional abuse from family; physical abuse from family; withholding food from a child; trauma stemming from abuse -- please note that I do NOT go into extreme detail
0 MOONS: Born to Shoal and Ezra in a feral cat colony in a city alongside two sibling. The colony is violent and aims to take over all the other colonies in the nearby area. Shoal's birthing goes poorly, and in her litter is one stillborn and two live kittens - though one is clearly stronger than the other. She and Ezra vowed to hide Aiden's weakness from the leader.
2 MOONS: Shoal and Ezra are found out and punished for trying to hide Aiden's weakness, right in front of the kittens. Those in charge than decided to begin Aiden and Strix's training early, in an effort to strengthen them both.
3-4 MOONS: Training does not go well for Aiden with his awkward and unsteady limbs. Try as he might, he could never match Strix, and was often verbally and physically punished. The most common punishment was withholding food from him until he could do better.
5-7 MOONS: Aiden falls further behind as poor treatment leads to malnourishment, which leads to even poorer performances. Strix begins partaking in the punishments and cruelty toward Aiden.
8 MOONS: Aiden's mental state worsens alongside his physical state, and eventually his mind splits in order to preserve his sanity. The new alter, Archer, begins taking over during the cruel training sessions and makes it their goal to protect Aiden by any means possible.
10 MOONS: It takes a full two MOONS for Aiden to realize what has happened. Archer is an active alter, and often speaks to Aiden in his mindscape even while not fronting.
11 MOONS: Aiden begins taking any chance he can to slip away from the colony and explore a limited range of the city, collecting trinkets and scraps to try making things out of them. His attempts are met with even more punishment for being so different.
14 MOONS: Illness sweeps through the colony, causing them to bring in outside healers in an attempt to stave it off. Aiden, ironically, did not grow sick and began sticking around the healers in an attempt to learn from them. He begins shadowing a kind cat named Oleander.
15 MOONS: Oleander leaves the colony when the sickness is irradiated, and Aiden aches to see him go. He's too frightened to try and join him, and instead resolves to stay with the colony. Archer, however, has different ideas.
16 MOONS: Shoal has another, healthier, litter of kits, which means Aiden's use has run out. Aiden is thrown into the front lines as cannon fodder during a large battle. In the midst of it, Archer forces himself to the front and manages to get them out alive - and decides to follow the stale scent of Oleander an in attempt to find the cat.
16 MOONS: Thankfully, Oleander hadn't gone far and readily welcomed Aiden to join him as a travelling healer. Aiden, when he eventually awoke, was frightened and confused, though relief swelled through him when Archer explained.
19 MOONS: Aiden sticks close to Oleander and is careful to learn everything the older cat has to offer. He's a quick study, and doesn't take long to become a proficient healer.
20 MOONS: Aiden finds a bulky leather collar on a dead cat and takes it for himself. He fashions a small 'bag' to attach to the collar, for easier carrying of herbs and other small knicknacks he may find.
21 MOONS: The trio begin travelling around frequently, stopping at small communities of cats here and there to offer their services. Often, Oleander lets Aiden and Archer do their own things, with the promise to meet back up before it's been a moon so they can see where they stand and if they want/need to move on. Aiden begins making a name for himself as a proficient healer, despite his age.
23 MOONS: During one of their split ups, Aiden is confronted by massive, unfamiliar cats and Archer doesn't have time to front before the two of them are knocked out. When Aiden comes to, he finds himself surrounded by those same cats, as well as a massive black cat who introduces himself as Klaus. Aiden is instructed to heal a cat with a gaping wound in front of him, and with Archer still out of it, Aiden readily complies. Despite his fears, he's always worked best under pressure, and is able to dress the wound and find the herbs he needs (conveniently) to properly fix the cat up for the time being. Klaus seems impressed and offers him a spot in this gang of cats as an 'associate', able to come and go as necessary but must be around when needed. Aiden, still fearful, agrees.
24 MOONS: When he reconveins with Oleander, Aiden explains that he's found a semi-permenant job here and needs to stick around for now. Archer thinks this could be extremely beneficial, but Aiden still isn't sure. Still, Oleander is nothing if not soft and easily agrees to stick around this area for as long as necessary. Aiden tries to figure out if that's better or worse than him refusing.
26 MOONS | SITE MOON 0: Aiden visits the Rogues' territory frequently and acts as a medic when required. While he values the conditional safety it offers, he's unsure if he's doing the right things - the whispers of the prisoners are hard to ignore, after all.
Extras
I've had Aiden around in some fashion since 2011 -- his interpretation started off much rockier (I didn't know as much about DID as I do now), and he started as a Clan cat. You can find his original creation image (with the date) here!
Please note that this character has undergone major revisions since his creation. I myself do not have DID. Originally the depiction of DID was not researched and very offensive and not portrayed correctly. Since then I have done a lot of research and done my best to portray him in a realistic and respectful manner. If you have criticism with his depiction or find something wrong/offensive, please don't hesitate to reach out and let me know so I can take steps to correct my mistakes.
Aiden’s perk (a boon system used by Thistle in the Weeds) is as follows: Green Witch For some reason, nature is particularly attuned to this character. Plants in their vicinity, particularly those they've touched or been around frequently, wither or grow based on this character's mood. Small sprouts may pop up in their nest after a night of good dreams, or the moss they sleep on could start to rot during a nightmare. While the effects are slow and subtle, taking too long to see in the moment, it's pronounced enough to be more than mere coincidence. +2 stats to charisma
When Archer is fronting, he alternates between he/him and they/them pronouns.
Archer is also very good at pretending to be Aiden, if he needs to. However, it's not impossible to make him break character if you push his buttons.
It's possible that Aiden has other alters in his system, but does not know they are there as they don't communicate with him.
Aiden and Archer have a brotherly relationship. Archer's goal is to protect Aiden and make sure nothing bad happens to him again. Aiden just wants to keep them both out of trouble.
Non-binary (he/they) - 22 moons - Pansexual - Single
From an outside perspective, it seems that Emberthorn is determined to never take anything seriously. They enjoy cracking jokes at inopportune times, and enjoy pushing the limits of others' patience, seemingly just to see what they can get away with. Under this facade though, the young tortie is extremely intelligent and practical, even being referred to as ruthless in their more outspoken moments. They were granted power too young, and now seem to be doing whatever they can to get out of it.
Above all else, Emberthorn is extremely charismatic. They maintain an amiable and easy to get along with exterior, often cracking jokes and doing their best to get on the good side of their Clanmates. Early on, Emberthorn decided that when hard things happen, you could look at it and find it all to be tragic and terrible, you could decide that it’s mostly funny. As such, they tend to often crack jokes, trying their best to lighten situations with humour or sarcasm, depending on what it calls for. They also tend to hide behind their humour when they are truly upset, unwilling to let others attempt to help them and unable to stand the concept of what they view as pity.
Beneath the goofy exterior however, Emberthorn is shockingly clever and intelligent, in an analytical sort of way. When jobs need to be done, they tend to find a clear way to do them quicker than most, and has described it as ‘seeing the bright clear line’. They excel in strategic thinking, and even before their promotion, tried to get themself into strategy meetings, whether their input was wanted or not. Their strategies tend to be somewhat cautious, doing what needs to be done but trying to have as little casualty as possible. However, despite their analytical nature, Emberthorn also seems to have a hard time factoring emotion into their equation, and can sometimes blunder right over someone’s feelings without realising it.
To their family and clanmates, Emberthorn is unwaveringly loyal. Betrayal is a concept that is foreign to them, and they cannot forgive someone who betrays their own trust. They hold grudges, and can and will do their best to get revenge on those they feel have wronged them, or someone close to them. When faced with someone they have little to no care for, Emberthorn is incredibly cold, their charismatic mask melting off once they’re alone. This, combined with their intelligence and lack of empathy, gives them a wicked ruthless streak. Their ‘clear line’ aids this, and can make them a fearsome enemy.
A pitfall of Emberthorn is notably their inability to connect emotionally to their peers. While they love their Clanmates and family in their own unique way, the further you get from their inner circle, the more expendable you become in their eyes. They are very much a "hurt the many for the needs of the one", in scenarios where the 'one' is someone (or a group of someones, usually their Clanmates) they care deeply about, and the 'many' are those they... well. Don't.
Relationships
Father - Redstar - deceased
Mother - Turtlefur - status unknown
Sibling - Sablesnake - SkyClan warrior - played by Yazsh
Sibling - Cherryspots - SkyClan warrior - played by Sunshine
Sibling - Foamlily(?) - SkyClan warrior - played by Blitzy
Best friend - Brackenheart - SkyClan warrior - played by Cherry
Friend - Honeysucklefang - SkyClan warrior - played by Mink
Friend - Tigerbrook - SkyClan warrior - played by Cheshire
Friend - Rainfoot - SkyClan warrior
Friend - Hawkwhisker - SkyClan warrior - played by Hyaline
Timeline
0 MOONS: Born to Redstar and Turtlefur alongside two siblings.
2 MOONS: Turtlefur disappears while out on a hunting patrol. Multiple search parties are sent out, but there is no trace of her. Emberkit and their siblings are understandably upset, but something in Redstar changes.
2 MOONS: Emberkit begins to receive special attention from Redstar. At first, this makes them feel good and important - however when they notice the negative impact it has on their siblings, they start to resent this attention.
4 MOONS: Still upset and troubled over their mother’s disappearance, Emberkit tries to convince their siblings to come looking for her with them. However, they all brush him off, citing that Redstar might actually punish them. Emberkit, frustrated with them, resolves to go out on his own - however other (slightly older) kits in the nursery, Brackenkit and Honeysucklekit, say they’ll come out and look with them. The three don’t get very far before they’re caught by a patrol, and Brackenkit and Honeysucklekit get their apprenticeships (which were supposed to begin the following morning) delayed – but Emberkit is so enamoured with their denmates that they begin following them around like a shadow.
6 MOONS: Emberkit is made an apprentice alongside their siblings. They receive a family friend, Icetail, as their mentor. The two of them butt heads regularly, as Icetail is determined to make Emberpaw back up all the overconfident comments that they make. Overall, however, the two of them keep a good rapport. Emberpaw learns the values of being charming in order to get on well with others.
7 MOONS: Emberpaw makes friends easily in the apprentice den, though cats sometimes seem intimidated by how closely Redstar pays attention to them. Emberpaw’s resentment against their father grows for him being so interested in their life, while simultaneously not providing the same attention for their siblings. Despite this, Emberpaw forms a close circle of friends and tries to include their siblings in it - though they tend to brush them off. Them, Brackenpaw, and Honeysucklepaw grow even closer, and Emberpaw begins getting to know their other friends.
9 MOONS: Emberpaw seems to constantly butt heads with their friend Tigerpaw. The two have extremely opposing ideals, Emberpaw thinking more with their head, and Tigerpaw thinking more with their heart, that lead to a few explosive arguments. Brackenpaw tries his best to play peacekeeper, and insists that they could work well as a duo if they could learn to respect the other’s traits. Eventually, Emberpaw takes his words seriously and begins planning out scenarios that improve on both their talents, and the two of them slowly start to get along.
10 MOONS: Rumours of ThunderClan imploding due to rogues reach SkyClan, and the proof is displayed by the activity (and lackthereof) on the border. Redstar makes no move to claim any of the new territory, citing that they should stay out of that mess to avoid making dangerous enemies in the form of the rogues. Instead, Redstar welcomes ThunderClan refugees into SkyClan easily, a choice that Emberpaw agrees with begrudgingly.
11 MOONS: Emberpaw is made a warrior, Emberthorn, early for seemingly no reason. They try to speak out against this, but their father will hear none of it. They do, however, prove themselves to be quick thinking and ruthless on the battlefield when they aid Brackenheart, Honeysucklefang, and the rest of their patrol in taking down a hungry badger.
12 MOONS: Rumours of spirits begin to crop up, and some cats (namely the former ThunderClanners) begin spouting things about ghosts. Emberthorn privately wonders if the trauma is just getting to them, though does begin paying a bit more attention to their surroundings than they might have in the past.
14 MOONS: Emberthorn is given an apprentice, much too early in their opinion, something that breaks their father's own policy. They bring this up to Redstar, but he responds that everything happens for a reason. They do their best regardless, and the small space in age makes it easy for them to form a connection with Brindlepaw.
20 MOONS: Right on time, Brindlepaw becomes Brindlefox, and Emberthorn can't help but feel overwhelming pride for their apprentice. Not that there was any doubt - Redstar has still been keeping a paw involved in everything Emberthorn does.
20 MOONS: Hawkstrike dies during a patrol, and Redstar shocks everyone (Emberthorn included) when he selects a former ThunderClan cat as his deputy. Dustfoot is, objectively, a good option, and Emberthorn can see the value in such a choice. Their praise for their father's choice dies in his throat, though, when they learn that they'll be working closely with Dustfoot to 'prepare him for what StarClan has planned', whatever that means. (It's very obvious what that means). Despite themself, Emberthorn finds themself enjoying Dustfoot's company and begins a comfortable working relationship with the older cat. There's something about him that nags at him… but that just makes it better to stay close.
21 MOONS | SITE MOON 1: Redstar dies suddenly from an illness he'd somehow kept secret from everyone in the Clan. Emberthorn finds it difficult to mourn someone they never really respected, and doesn't quite get the chance - Dustfoot is far too busy naming them his deputy in the wake of his father's death. It's somehow both surprising and not, and they accept the position with all the cockiness and self-assuredness that their Clanmates have come to expect from them. No one would suspect how unprepared and unsure they feel, beneath that mask.
Extras
Emberthorn is loosely based off of Marco from Animorphs.
Emberthorn's perk (a boon system used by Thistle in the Weeds) is as follows: Sly Fox: In their mind, this cat comes first. They want what they want, and they're not above telling white lies to get it. This cat is adept at persuasion and trickery, or even just blending into a crowd to escape consequences for their actions. +2 Charisma, +2 Knowledge
Non-binary (she/her) - 36 moons - Ace Biromantic - Single
The Speaker was a strange cat from the moment she was born. Able to see the ghosts of cats who were deceased with nowhere to go, interacting with living beings got harder and harder for her the less and less she did it. After moving to the Clan territories and establishing herself in the local graveyard, she figured she'd just settle in and live a peaceful life with her spirits - helping them get messages to still living loved ones and all that. But when ShadowClan moved in, intent on getting the graveyard as a piece of their territory, her idyllic life was shattered.
Personality:
driven, with purpose, loyal to her cause, odd, creepy, intelligent, wary, observant, mistrustful, prefers the dead to the living
The Speaker is defined, literally, by what she does. She speaks for those who do not have voices of their own (the dead), and is quite driven and motivated toward this purpose. While she no longer often does it for other people, it’s important to her to make sure everyone, even those passed, have a voice. It’s her purpose, the meaning behind her gift. If the dead ever come to her with a request, even if it is just to talk, she is always eager to lend a listening ear and try to fulfill anything they may ask of her - within reason, of course. The Speaker is, at her core, a good person, so a vengeful spirit would have a hard time getting her to enact any sort of revenge or violence against those still living.
The only loyalty she can remember feeling is toward her ghostly companions. As such, she has become loyal to her cause, which extends now to protecting the living from the beast the dwells within the graveyard. While she may be a speaker, she considers herself also a protector, unwilling and unable to watch anyone get hurt solely because the Ancient One hungers. The Speaker rarely leaves the graveyard for this very reason, even if the voice of the Ancient One is starting to grate on her nerves.
To many cats, The Speaker is odd. She very rarely blinks, and her eyes look quite large on her narrow face. That alone would be enough to classify her as creepy, but her actions and the way she speaks further drives this point home. The Speaker often jumps between referring to herself as “I” and as “We”, though this makes sense to her. When she is speaking to and for spirits, she thinks that the all inclusive ‘we’ makes more sense, even if it might unsettle other cats. She also tends to speak slowly, as if she is considering every word, and tends to stare at or past whomever she is addressing.
When she isn’t speaking for the ghosts, The Speaker is using her paws to create. She’s incredibly crafty, something that has helped her with protecting the graveyard. She finds it easy to use nimble paws to weave sticks and vines together, to dig shallow pitfalls to scare others away. Alongside this, The Speaker is intelligent, both logically and emotionally. She has to be - spirits can be tricksters and try to get away with things that The Speaker would never allow. Being able to discern a cat’s intentions from body language and voice alone is one of her skills.
Through her travels, The Speaker has grown more cautious. She knows that cats are not inherently good, that you are born a blank slate and it’s up to you what you become. She’s met many cats who aren’t afraid to kill to get what they want, and are followed by the ghosts of their victims as they scream for vengeance. Because of this, The Speaker doesn’t trust easily, especially when it comes to living cats. It’s no secret that she tends toward preferring the dead to the living, as they’re who she’s been surrounded by and encouraged by for most of her life.
Family:
Father - Hunter - Deceased
Mother - Caretaker - Deceased
cw for car accidents (moon 2), graverobbing (moon 24), grave desecration (moon 24), death (moon 30) throughout timeline.
00 Moons: Born to Caretaker and Hunter alongside two other kittens. They are a part of a group, but that group's beliefs include being on your own to raise your kittens and, when they are of age, they can choose to join the group.
02 Moons: She starts hearing voices and seeing cats that her family cannot see. Her mother informs her that she has 'the gift', but only elaborates insofar as to say the cats she is seeing are ghosts.
02 Moons: Being the youngest, Speaker remains behind with her mother as her father begins teaching her siblings how to hunt. They are struck by a passing car while trying to cross the road.
03 Moons: Being raised the sole kitten for a moon, Speaker allows her mother to stay in contact with the rest of their family, as their ghosts follow her around. She learns how to hunt from her mother, but neither are very good at it.
03 Moons: Caretaker gets sick and dies, leaving Speaker to care for herself. The ghosts of her parents continue to guide her and teach her basic hunting and fighting skills.
06 Moons: Gets caught up in a group of cats. The leader of the group has a lot of spirits following him, and they all try to warn Speaker to stay away. She eventually complies, but not before warning some of his other followers.
08 Moons: Word spreads through the area of a cat who can speak to ghosts. Some seek her out and ask her to speak to their dead loved ones, and for the most part she does in exchange for food and shelter.
10 Moons: Speaker picks her name ("The Speaker") as she has become a voice for the wayward spirits in the area. However, the pressure of everyone always asking things of her and using her gift for themselves starts to get to her, and she begins to plan an escape from the village.
11 Moons: Speaker escapes her current group with the help of a cat she knows only as Worm. They ask nothing of her and keep her escape quiet.
18 Moons: After many long moons of travelling, Speaker has grown used to only the dead for company. She eventually stumbles upon a strange flat area covered in crooked stones. Many ghosts haunt the grounds, and Speaker decides this might be a good place for her.
21 Moons: Though she has made her home in the graveyard, there is an area The Speaker has not dared explore yet. After three moons, she decides to take a look. The area saps her strength, and as she gets closer she can hear an ancient voice, hungering for weak spirits. Perturbed by this, she retreats.
21 Moons: Deciding that the cemetery can be very dangerous, Speaker begins warding off intruders. The first group she scars off is a ShadowClan patrol, using carefully made traps.
23 Moons: Speaker begins to notice spirits going missing from the graveyard, and eventually figures out that they're being consumed by the one she knows only as 'The Ancient One'. Speaker tries to contact them again, but cannot make out anything they say except for the fact that they hunger for more. Unsettled, Speaker wonders what this means for the living. Through observation, Speaker learns that it can mostly only harm ghosts, and is only active sporadically and rarely. She tries to document the active times and when (if at all) they manage to harm living cats.
23 Moons: A good cat by nature, The Speaker decides to protect both spirits and living by banning entrance to the graveyard to any mortal cat.
24 Moons: The Speaker begins planning and enacting plans to make the graveyard undesirable to anyone who may pass by. She painstakingly creates shallow pitfalls (surprising, but able to be crawled out of), rudimentary snares, and even misplaced bones (after asking permission from the spirits they belonged to). She manages to convince the ghosts to help her keep others out. The bones she arranges are put back by the human groundskeeper, and she does not make another attempt.
25 Moons: Not long after her traps have been set, another patrol of cats smelling the same (ShadowClan) make another attempt at claiming the graveyard. This time, the Speaker takes a more active role in convincing them otherwise. She stands, almost completely obscured by the fog, and simply stares at the group from a distance. Around her, the spirits make shapes in the mist and what eerie noises they can that the other cats are likely able to just make out. All it takes is a few bumps and nudges, claws of cold in the pelts of the cats, and they're convinced she's a ghost and leave. The rumours about a ghost haunting the graveyard grow more common.
26 Moons: Much of The Speaker's time is monopolized by trying to keep creatures out of the graveyard. A few slip through, but she always eventually manages to scare them out either through her ghastly appearance or the help of ghosts. The territories nearby begin spreading word of a malicious spirit that keeps cats out of the graveyard. She manages to scare off a few groups of young twolegs as well, using the spirits to aid her in making the area unappealing.
28 Moons: Cats from that persistent group make another attempt at the graveyard. By this point, the Speaker can tell they know something is up, as they are bringing gifts and trying to communicate with her, though they seem completely unaware of what. It starts much the same, with her standing in the gloom where the group can only partially see her, with her friendly spirits helping her to convince them (through spooky actions) to leave. However, one warns her that a young cat has broken from the group and is wandering toward The Ancient One, this being a night it is active. Panicked, The Speaker gets her spirits to cover for her, warping the mist as best they can as she races to save the young cat. They only just make it, with the young cat at the maw of The Ancient One. The Speaker grabs them by the scruff and forcefully drags them away until they come back to themselves, and once they do they flee the rest of the way to the group. After that (the Speaker misses the conversation) the group leaves in a hurry.
30 Moons: One day, a human manages to get through her traps and evade her long enough to get to the bad part of the graveyard. The Ancient One manages to influence some of the spirits around to drag the human toward them, and they use their impressive force to make a large tree fall on the human. Their spirit is absorbed before The Speaker can try to figure out if she can influence human spirits and get them out of the area. She realizes just how dangerous the Ancient One is, and how important her job has become.
32 Moons | Site Moon 0: Repeated ShadowClan intrusions on her territory begins to irritate the Speaker, and she starts forming plans on how to keep them out. One such plan requires more contacts with other stray cats, and the Speaker starts forging relationships with the inhabitants of the lawless lands beyond the Clans. She resists the temptation to just let the Ancient One have the ShadowClan cats.
33 Moons | Site Moon 1: The Speaker is shocked when she watches the sky fall and destroy one of the Clan territories. While the Speaker feels no sympathy for Clan cats after ShadowClan's constant invasion of her home, her thoughts do flicker back to Cinderflower. Wasn't that her home?
34 Moons | Site Moon 2: Despite her better judgement (and the urging of her trusted spirits), the Speaker ventures onto the former ThunderClan territory. She very quickly leaves - the sound of many distraught spirits unnerves her more than it ever has before, and she vows to go back and try to lay some to rest when she can. For now, though, she had to return to protect her home.
Extras:
Originally adapted from a site adopt on Thistle in the Weeds in May of 2022, she evolved quickly into her own character.
The later portion of her timeline draws from major site events - any other iterations of this character have those connections removed.
Male (he/him) - 63 Moons (due to magic misfire) - Bisexual - Single
ref & age updated: August 2024
Large and inexpressive, Skinkthorn cuts an intimidating figure no matter what way you look at him. His tone is always serious bordering on unamused, and the scars that adorn his pelt (for which he gives little to no explanation) only serve to show how many fights he has been in, and how many he has won. He's cold and quiet, more an observer than a participant, though those in charge might notice that he easily complies with rules and directives given to him. That said - if he's in a situation where he has to work with his brother, Quailfang, then all bets are off. Recently, he's begun co-parenting with Minkblaze and has finally carved out a place to live in the Bright Realms. Seemingly more magical than not... what are his next plans?
Above all else, Skinkthorn is a cat of few words. If in a situation where he can allow actions to speak for him, he will almost always take it - and if he cannot, he speaks only as much as is necessary to get his point across. Having grown up next to the ever-chatty Quailfang, he finds needless chatter annoying and counterproductive. Because of this, he often comes across as cold, even if that's not really his intention. Not that he disputes any of these rumours - it's just he doesn't really mean to let the fact that he doesn't really care for something show, he's just not very good at hiding it.
All of Skinkthorn's drive comes from his desire to be the perfect warrior. How else is he going to make sure his parents see and are proud of him? Because of this, he is excellent at following orders, and the idea to go against the leader is never one to cross his mind. Even if it is as simple as being a member of a hunting patrol - he does not question directives given to him. Skinkthorn is hellbent on completing objectives and tasks as efficiently and effectively as possible - even if it means getting his paws a little dirty. This sometimes leads to him being a bit too intense and driven, and he will not show empathy or mercy to an enemy (or an obstacle) unless directly told to.
Though he doesn't lack the ability to think for himself, Skinkthorn much prefers to be a follower than a leader. He doesn't want to have the responsibilities of others on his paws, and is completely fine with letting others (even Quailfang) take the lead. However, his drive to be the perfect warrior can make him an easy target for manipulation, as if he feels something will improve his chances of meeting his desired outcome, he will unhesitatingly take it.
It's very clear that most of Skinkthorn's talents are in the combative side of the warrior lifestyle. He's a force to be reckoned with when he has a cause to fight to protect, and does so with a cold sort of indifference and efficiency. "When a true warrior is told to fight, he fights. He does not question why, and he does not mourn the fallen" - these are the words that Skinkthorn lives by. He cuts an imposing figure on his own, but even more so when fighting alongside Quailfang. Despite how rarely the two seem to get along, their competitive nature encourages them to fight harder when the other is in the picture - though Skinkthorn clearly favours brute force over his brother's sometimes more clever and yet less honourable tactics.
Thankfully, he is a loyal follower of the Warrior Code for the most part, trusting the wisdom of the cats who created it. There are a few things he can be pushed on, like anyone, but generally he sticks pretty close to it. His outlook of StarClan, however, is that while they may exist, and they may watch over the Clans as they are, they are not an all-powerful being. He acknowledges that they are to be respected, but he certainly does not fear them.
If asked, Skinkthorn will claim he fears nothing.
Now that Skinkthorn is without the law of the warrior code holding him in the eyes of StarClan, however, who knows what he’ll do to accomplish his goals.
Family:
Father - Seraph (he/him) - Formerly Crowsong - Court Member
Uncle: Paleheart (he/him) - Deceased
Uncle: Dovecall (he/him) - Status Unknown
Father - Copperstar (he/him) - Status unknown
Littermate - Quailfang (he/him) - Court Member
Older Half Sister - Lavenderheart (she/her) - Court Member
Older Half Sister - Trufflefox (she/her) - Court Member
Younger Half Brother - Banjo (he/him) - Court Member
Younger Half Sister - Kazooie (she/her) - Court Member
Co-parent: Minkblaze (he/him) - Court Member
Daughter: Winter (she/her) - Court Member
Timeline:
last updated: april 20, 2021
0 MOONS: Born to Crowsong and Copperfox in BreezeClan.
1 MOON: Copperfox replaces Harestar as leader and chooses Crowsong as his deputy. Skink-kit and Quailkit are given to a queen to raise so both parents can perform their duties.
1 MOON: Knowing who their parents are but receiving attention from neither, Quailkit and Skink-kit started competing with each other for their parents’ attention.
2 MOONS: Skink-kit begins to detest Quailkit and his over-the-top theatrics that he uses to garner attention, viewing it as inferior and fake. Skink-kit instead starts to work on his ‘warrior skills’ in an effort to make his parents proud.
6 MOONS: Apprenticed to Armadilloclaw.
6 MOONS: Armadilloclaw quickly notices the pre-existing rivalry between Skinkpaw and Quailpaw. She proposes an idea to Quailpaw's mentor - use that rivalry to make the two apprentices work harder.
7 MOONS: Skinkpaw enjoys Armadilloclaw's easy won praise, but it's not the praise that he wants. He still thrives for the attention and approval from his parents.
8 MOONS: Skinkpaw throws himself into his training, though Quailpaw proves to be an obstacle to his parents' attention. He notices Armadilloclaw hanging around Quailpaw's mentor and sees it as an act of betrayal. He loses faith and trust in his mentor, though still follows her directions to the letter.
8 MOONS: Skinkpaw and Quailpaw seem to have joint training sessions all the time. While Skinkpaw can respect his work ethic, he loathes being around him.
8 MOONS: However, Skinkpaw and Quailpaw seem to thrive and excel when training with each other, so the dual training sessions keep up and only stoke the burning fire the two have toward each other.
10 MOONS: Skinkpaw and Quailpaw go too far during a training session and end up having to be broken apart by their mentors, both panting and bloody. They are punished by being confined to opposite shifts of elder duties and have their warrior names delayed by one moon. The joint training sessions stop.
11 MOONS: Crowsong attacks Copperstar seemingly from nowhere and takes one of his lives. However, Copperstar revives and takes Crowsong’s eye as repayment before he is exiled, Copperstar unable or unwilling to kill him. Skinkpaw simply watches coldly as one of his fathers dies, and the other is exiled. Well, one less cat to try and garner the attention of.
12 MOONS: It is revealed that Crowsong is now leader of ShadeClan - however BreezeClan was sworn to silence by Copperstar, unwilling to admit what had happened. Skinkpaw only hears about it second hand, as he and Quailpaw are banned from gatherings. Privately, he wonders what this means for their dysfunctional family.
15 MOONS: For the first time since midway through their apprenticeship, Skinkthorn and Quailfang are together without supervision. It starts off well enough, with Quailfang suggesting a 'friendly' competition to see who can bring back the most fresh-kill before sunhigh. However, when Quailfang loses and Skinkthorn acts like a sore winner, a fight breaks out leaving them both injured and with thorns sticking out of their rears. Skinkthorn wins the fight, but neither are in good shape on their walk back to camp.
15 MOONS: Skinkthorn and Quailfang are scolded by both Copperstar and the medicine cat for their childish actions.
20 MOONS: Given his first apprentice, Pebblepaw, as a last chance to show that he can be a good and respectable warrior. Quailfang is given an apprentice as well.
21 MOONS: Is too hard on Pebblepaw right from the start - Skinkthorn is more concerned about which of them (between him and Quailfang) is the better mentor. He starts competing with his brother over this question.
23 MOONS: Skinkthorn and Quailfang take their apprentices on a three day retreat away from camp. It ends in a disaster with the patrol getting caught off-guard because Skinkthorn and Quailfang were too concerned with each other, and the apprentices end up getting seriously injured.
23 MOONS: When they return to camp, Copperstar is furious and exiles them, stating that they had been on their last chance. They are promptly exiled for being unable to exist in a Clan environment.
27 MOONS: Arrive at the Court (Current)
Feats
Carved From Cold Stone (Passive): Skinkthorn cuts an intimidating figure to say the absolute least. Just his very being strikes fear into the heart of others. For this, he receives a +6 to Intimidation checks on Expeditions.
Victor, Victor (Active): Skinkthorn is the stronger brother, the one who can see the task through to the very end. When this feat is activated, he can add the amount of damage he took last turn into his next attack-- regardless of if it hits.This is meant for combat, but can be negotiated with Expedition Master to use outside of it. This can be used once per Expedition.
Feats are character abilities unique to Bones Like Bare Roots. The passive feat influences the characters stat, while the active feat is something you can activate once or twice per in character event. These feats are written by Koby, RP runner and creator of Bones Like Bare Roots.
Extras:
Full history can be found here.
Originally created January/February of 2021
Timeline & Personality need a revamp (last done in April 2021)