Ranks are the foundation and stability of Clan structure, organizing duties and roles to keep the Clan operating efficiently and smoothly. There are several core ranks that all Clans hold, however, some clans have ranks unique to their culture alone depending on the needs of their Clan in their unique environments.
The Leader rank is a rather self-explanatory role, this position upheld by one individual who guides and conducts the clan as a whole. They are the figurehead and ultimate power of the Clan, their guidance determining the fate of the Clan for generations to come. Gifted Nine Lives and the Bond Mark upon their forehead by StarClan, Leaders have a powerful presence no matter what they may physically look like.
The Deputy is a Clan’s second-in-command, the Leader's right-paw and the force that keeps the Clan working smoothly in day-to-day life. They conduct the organization of duties and patrols, acting as an authoritative power alongside their Leader until the day should come that they assume the position of Leader themself.
Senior Warriors are Warriors that are at least over 6 years old, their skills highly refined and their experience exceeding that of younger Warriors. Their opinions are often prioritized by higher and lower ranks alike due to their experience and expertise. They often take charge in patrols and are regarded as supervisual figures, and have all the same duties as a non-Senior.
Warriors are the majority rank in a Clan, the worker bees that keep a Clan functioning. They are trained in combat and hunting skills, charged with training the next generation. Warriors perform most of a Clan’s tasks, including hunting, camp maintenance, combative actions, patrolling and protecting territory, taking care of the Elders, and so on.
Witches act as both the Clan’s healers and their spiritual tie to the magical energy of the Cauldron itself. Witches are responsible for treating wounds and physical/spiritual ailment, keeping the Clan connected to their ancestors via interpreting omens sent by the greater powers.
Apprentices are the next generation Warriors and Witches in training, often given miscellaneous tasks to complete in place of the much busier Warriors.
Monarchs, also known as dams, are expecting or newly parented Warriors temporarily occupying the nursery to raise their kits. When their kits reach six moons of age and are given their apprentice names, the Monarch is allowed to return to their previous rank.
Matriarchs (gender neutral) are keepers of the genealogy records and guardians of the nursery. They aid Monarchs in rearing their kits, protect the nursery, and prevent inbreeding by keeping track of family trees.
Kits are the youngest members of the Clan, any cat under the age of 6 moons is considered a kit and is required to remain inside camp at all times.
Lastly, the Elders are the eldest, retired members of the clan spending the rest of their lives relaxing in the safety of camp.
You can read more about the duties of the high ranks HERE
CavernClan
Warriors are in training for a year, graduating at around 18 moons.
Witches and Matriarchs are considered apprentices until their mentor retires or passes on, but earn their suffix regardless around 24 moons.
IsthmusClan
Warriors are in training for less than a year, graduating at around 15 moons. However, if they are training to be a Deep Diver, it’ll be around 16 moons.
Witches and Matriarchs earn their suffix around 18 moons.
DesertClan
Warriors are in training for less than a year, graduating at around 14 moons.
Witches are not permitted to choose their suffix / graduate until their mentor believes they can operate as a Witch on their own, so ages vary.
Matriarchs graduate at around 20 moons old.
PrairieClan
Warriors are in training for less than a year, graduating at around 15 moons.
Witches earn their suffix and graduate around 20 moons.
Matriarchs earn their suffix and graduate around 17 moons.
WITCHES & HEALING
The spiritual backbone of any Clan, marked with rings of gold around their pupils. Witches are cats with an intense connection to the magical energy of the Cauldron, capable of manipulating the magic in herbs and crystals to heal their Clanmates as external remedies can only do so much. Ingesting herbs would get a cat sick, fatally so, after all! It is not only herbs and crystals alone that Witches use to cast magic, putting together different components for spellwork. And it is not just anyone that can put magical regents together to produce a result.
Much more in tune with their souls than the average cat, Witches eternally walk with one paw on each side of the Veil. Their minds and souls drift between these two worlds, allowing them to walk away from their bodies in their sleep, traverse the Facets of Existence, receive omens, cast magic using materials, and so much more. Of course, these things don’t always come instinctually to a Witch, nor is one Witch even necessarily capable of all these skills. It takes immense, continuous training to become a competent Witch, and for this reason is it just about never that a cat becomes a Witch after the age of 30 moons. It is as kits or apprentices that a cat is called to the Coven, the stars tugging at their paws and spirits whispering in their dreams. While each Clan has their own style of Witch, the Cauldron Witches all band together as one Coven regardless of those differences to support each other and share knowledge. Their loyalty to their Clans is never to be questioned, as they exist outside the rivalries and petty squabbles of fighting cats. But still, one must not assume that a Witch is a pillar of righteousness or morals, for such mortal concepts are far from their concern.
Though a Witch is primarily concerned with the metaphysical, they also have duties pertaining to the physical. Namely, the injuries and illnesses of their Clan-mates. While cats cannot ingest plants, they still have their purposes with infections, cuts, bites, and other external injuries. All Witches know both the metaphysical and practical uses of herbs, how to bandage a wound, how to check for internal injuries, signs of pregnancy, and so on. The magical vibration of certain crystals can be used to aid in the healing of internal injuries and illness, but they are far from a cure. As each Clan has differing beliefs and resources, healing methods both physical and metaphysical vary between them, though there is overlap.
MATRIARCHS, MIXED-CLAN CATS, AND GENETIC DIVERSITY
While the Clans may not know what genetics nor DNA are, they do have an understanding that bloodlines are important. It is necessary to have a clean pool of genes. Thus, while relationships with cats outside one’s Clan are heavily discouraged, they are not forbidden- so long as no romance is involved. A Clan cat’s genes are powerful enough to dominate any Outsider’s, but that isn’t the same for the genes of another Clan. Fortunately however, a dam’s genes are most dominant in their kittens, and so Mixed-Clan cats aren’t at an immense disadvantage when it comes to traits better suited for another territory and lifestyle.
But how to keep track of bloodlines, especially outside of CavernClan, where they don’t paint records upon the walls? The answer comes in the form of Matriarchs. Their status is indicated by a necklace of at least three rose quartz crystals that is always worn. Matriarchs are a key part of any Clan, with several important duties. Keeping track of the bloodlines in their Clan is but one of them. While not demanded by law, it's a general expectation that a dam will tell the Matriarch of their kitten’s sire(s). Matriarchs are keepers of secrets most important, even from Leaders, and can be trusted to never break their word. Above anyone else, one can trust a Matriarch. They are protectors of Monarchs and kittens, ferocious warriors who will not hesitate to go for the throat of anyone who would put them in danger. The battle training Matriarchs receive is of the most vicious styles, even in DesertClan, where they focus on posturing and intimidation.
While Witches know to watch for signs of pregnancy, it is the duty of Matriarchs to watch over pregnant cats, counsel them, and preside over their birthing. Matriarchs will take care of Monarchs and their kittens both until they leave the nursery, Matriarchs often considered an additional parent by those they raise. Forbidden from having kits themselves to prevent bias, the Matriarch is often an additional parent to the kittens they watch over. This parenthood follows a kitten until their adulthood, and perhaps even beyond, depending on the Matriarch. Matriarchs will check in on their kits even if they’re now in the Apprentices’ Den.
A Clan will have at most three Matriarchs at a time, with that including a Matriarch Apprentice. A cat cannot become a Matriarch without having apprenticed under one. Apprentices are chosen by the graduated Matriarchs at the time based on their temperament and personality. Sometimes kittens are selected and immediately apprenticed to the Matriarchs, but more often apprentices on the Warrior path are pulled from it to become Matriarchs. They are very carefully chosen, so it’s incredibly rare that someone who wouldn’t be willing to become a Matriarch gets tapped. However if a tapped cat turns out to not fit the role later on, they’ll get dropped, and it’s very embarrassing / can cause social stigma.
Matriarchs have Council meetings of their own accord, not dictated by the time of moon or tradition. If they deem a Council meeting necessary, the Matriarchs will decide a date during a Gathering. On the date of, the CavernClan Matriarchs will gather their fellows before vanishing. Where the Matriarchs go is unknown, even by the Leader and Witches.
Matriarchs will join in on Clan activities and other duties such as patrols at their own discretion, especially when the nursery is empty. However, there must always be at least one Matriarch in camp at all times.
[ credit to @warriors-redux-iterum on tumblr for inspiring Matriarchs! ]
Φ LEADER’S BOND MARK & NINE LIVES
A Leader is a cat chosen by their Clan and blessed by StarClan. After the completion of their Leadership Trial, the Leader-to-be will be accompanied to the Scrying Pool by their Witches for their Leadership Ceremony. Upon drinking from the Pool and entering Leafhome should the Leader have the approval of StarClan will they be given Nine Lives. Each Life is given with meaning, something the Leader will need and live by. A physical manifestation (Φ) of these Nine Lives and StarClan’s approval appears on the Leader’s forehead as a marking, matching in color with their iris, as the eyes are the windows to the soul.