Blood in the River is a universe in a post apocalyptic world five hundred years after the war.
Humans are gone and only animals remain, the story focuses on six colonies of cats trying to find a weapon to end a threat to the colonies existence as a whole.
The colonist cats have special powers called Mutations which show within a few months of life, from ram horns to telekinesis. The mutations occur as a blessing from the two creators of the colonies, The Patron and the Founder, and also as a result due to radiation left over form the war.
Ranking scars are essentially a way of showing rank through scars! There are six colonies in total, but they all bare the same scars for their respective rank. This is a way for other cats to instantly recognize rank and be able to react accordingly. The process of these scars existing is done through a religious ceremony involving moon and/or sun blessed water (depending on the colony) and a sacred stone from the first colonists.
Each rank has a very important role to a colony as they all take a responsibility to uphold their society.
Kits are just.. well they’re kits! Their responsibility is to have fun and listen to the Veterans about colony history and other colonists educating them about their code and way of life. Their mutations manifest by 3-4 months and ALL colonists have some form of mutation. They have no scars.
Neophytes are essentially students, they are assigned an Advisor by a Shepherd, the highest rank of the colony. The Shepherd starts scouting for a suitable Advisor during a cat’s kithood to guide them to their future rank in their colony. Neophytes gain a scar across the bridge of their muzzle by their Advisor with the guidance of a Shepherd.
Rangers are the most populous and common rank within the colonies, they are essential workers that do day to day duties like hunting, patrolling, and gathering supplies. Since being such a popular rank, they have a lot of free time to focus on hobbies like weaving and craftsmanship. Rangers are trained to swim, fight, and hunt. They gain a scar on their right cheek.
Couriers are essentially messengers, the colonies have huge territories and they need a reliable way to communicate to one another about trouble or needs of assistance. The colonies do meet once a month during the new moon, but they’d like to discuss matters more frequently than this. Couriers are typically the fastest cats in the colonies and usually mutations including flight, teleportation, or speed end up becoming Couriers. They are often mediators too due to having a well rounded sense of each colony and having little bias. They gain a second nose bridge scar.
Wardens are guards that are stationed outside the base within their colony, the base being where the colonists sleep and live. They also are required to escort patrols and are the first line of attack in any fight. If not out on a patrol or guarding a colonist, they’re usually found outside the base. They’re typically the strongest cats within their colony, but isn’t required. They gain a scar on their right eyebrow.
Sitters have the important role of educating kits on the colony life and code. Sitters can take the place of parents if a kit’s mother is required to return to their duty or just wishes to leave their nursing stages early. Sitters have to know about all of the kits needs and wants and assist in helping the Shepherd find a proper Advisor for them when they graduate to Neophyte. They’re almost always in the base and only ever leave to guide the kits around the territory. They gain a scar on their chin.
Medics are the doctors within the colony and they take care of sick/injured cats. It is in the Colony Code that Medics are not to be harmed in battle or any facet. Medics are not fighters and are rarely trained to do so, focusing more on herbal medicine and cat anatomy. Medics are especially important with pregnant cats, ensuring proper nutrition and birthing. They gain a lip scar on the left side of their face.
Vices are the second highest rank in the colonies, they serve directly to the Shepherd and are second in charge. A Vice also will take the role of Shepherd if a Shepherd passes or passes away. Usually a Shepherd has multiple Vices and if this is the case, the colony as a whole votes on who they wish to be Shepherd and that Vice then gets elected. Vices are in charge of managing the patrols and keeping a headcount on prey and herbs. They assist the Shepherd in trade deals as well as overall decision making. It is stated a good Shepherd has multiple Vices to get multiple opinions. They gain a cheek scar on the left side of their face.
Shepherds are the highest rank in a colony, they run the colony as a whole and are in charge of the biggest decisions. They are in charge of interpreting omens from their Deities and each rank ceremony. They also represent their colony as a whole and during these New Moon Assemblies, they speak for their colony as a whole. Shepherds are to be highly respected, regardless of colony affiliation. Depending on how religious the Shepherd is, their word can be on the same level as if a Deity themselves was speaking through them, this takes a lot of trust to ensure from the colonists of their colony to believe though. A Shepherd is blessed by the Founder or Patron (depending on colony) and they lose all their ranking scars and are blessed with a star marking on their forehead. They are also granted an extra life to ensure their prosperity and their colony’s.
Veterans are retired colonists who are either too old to continue their responsibilities or too injured. They’re highly respected and are responsible for giving a lack education about colony history, everything being spread of word of mouth. Their mutations grow weaker as they get older, but that doesn’t mean they’re helpless, some Veterans will help Rangers in fixing the base up or Medics with organization, really anything to keep themselves busy.