◢ RANKS OF THE CLANS ◣
Certain ranks of the Court are bestowed signets by their patrons, a recognition and warning of their magical power.
Champions boast a star upon the forehead, typically centered. It matches the color of their eyes, and may glow when their magics are in use. It fades, but not entirely, upon their final death.
Wardens boast a phi eye ( Φ ) upon the forehead, always centered and sometimes with accentuating marks. It matches the color of their eyes, and may glow when their magics are in use. It fades, but not entirely, upon their death.
Matriarchs have a signet of their own— but since the fall of the Steppen Conclave, the signet has vanished. Something to do with the eyes, but no one can quite recall… Regardless, the Matriarchs have historically worn necklaces of rose quartz. The more rose quartzes, the higher in rank. Matriarchs get a rose quartz each year, capping at 5 (five). Dame Matriarchs boast 7 (seven) rose quartzes, and particularly honored Dames have a centerpiece of star or cat’s eye rose quartz.
Witches have golden rings encircling their pupils. Metallic and glittery, they glow gold and/or with the Witch’s own personal color when using magic. The fuller the moon, the brighter their gold; it becomes visibly tarnished on the Empty Night.
Heralds have golden bands adorning their lower limbs; not literal bands, but rather markings that make the fur appear as if spun gold. Heralds will develop their bands over the course of their journeys, eventually boasting 4 (four) bands. In-world, these have yet to begin appearing, and are unknown to the cats.
While not boasting gifted magics for their rank nor often practitioners, the Wisdoms are no strangers to such things. In honor of all they’ve done for their Clan, Wisdoms wear necklaces of charged crystals with bells made of shells or wood; the centerpiece crystal bears the runename “MÍMISBRUNNR”.
◢ UPPER COURT ◣
CHAMPION.
A Clan has two heads, Glory and Justice. The Champion is the Glory, one who exemplifies the honorable cat’s creed to defend their Clan and its most vulnerable. They are the commanders of major battles, the fighters of predators whom threaten their Clan, the executor of the Warden’s will of justice. But they are also ralliers of morale, is the final say on assigning suffixes, a safe place for a scared kitten to run to, and keep an eye on the Clan’s general mood. To be named a Warrior by the Champion is an honor near every apprentice strives for.
Chosen by the previous Champion and blessed by their ancestors in Leafhome after completing their Trial of Championship, the Champion is gifted nine lives with which to fulfill their sacred duty, honored with the suffix -star. During this ceremony, the Champion may receive a new prefix as well. While not even the Champions themselves know the exact nature of these nine lives they are given, everycat knows that the loss of them is not without additional cost; for all that the esoteric powers of the Champion grow with each loss of a life, so too does something seem to become lost to their very essence. The powers reflect the name, the namemagic, and the name reflects the cat- in this cycle that builds and destroys itself, the Champion is never the same cat who was crowned when it comes time to lay their body to rest; that is, if a body remains at all.
WARDEN.
The Justice Head of a Clan. The Warden is keeper and arbiter of The Clans’ Code, and it is not only the law that they maintain, but social order; reflecting this, their unique suffix is -keeper. It is the Warden’s duty to keep track of their Clan’s physical needs, uphold & enforce the law (though Champions handle executions), and perform rank ascension ceremonies. The Warden is also the one handling dailies such as patrols, keeping an eye on the fresh-kill pile, and repairing the camp.
The Warden too receives power from their ancestors in Leafhome; a Warden does not need to sleep, and can go many long nights without water or food. Some Wardens may develop namemagic as Champions do. While they have but the one life, it is no simpler to kill a Warden than a Champion. A Warden of great will-power will simply hang on, for as long as the body as a whole is viable. There is a connection between them and the spirit of their Clan; a sixth sense for when something is not as it should be, or about to go terribly wrong. Relieved is the Warden who experiences the looming weight of a happy future. Wardens have been known to feel the exact moment of bright wonder when a kitten has taken its first breath, but just the same may be struck by the pang of a Wisdom exhaling their last.
Curiously, it’s been observed that the longer a Champion and Warden persists, their stature and appearance shifts so very slowly over time; as if the losses they suffer are changing not just the shape of their soul, but their body...
Guardians of the nursery, midwives, blessers of names, and sacred keepers of the bloodlines, Matriarchs are the backbone of the Clans’ family history.
Matriarchs are more than just kit-sitters and keepers of the nursery; entrusted to them is the raising of the next generation, and the recording of all the generations that have come and will come to pass.
Where Witches are chosen of Silverpelt, the Matriarchs are the chosen of Goldeneye. The Goldeneye grants each Matriarch a Shine upon the earning of their merit— magics unique to the bloodknowers. Within the sacred Tunnels of Velvetribs does a Matriarch have limited omniscience; they will always be able to find their way to the bloodrunes they search for, know what tunnels and at what Depth to find them. A Matriarch never forgets a Name, and when looking at a cat whom they Know can they Sense and See the threads of fate woven by their family tree, their hamingja.
And their most frightful magic of all is the berserker trance; even if the secret of it has been unspoken for many a seasons.
Matriarch Initiates. Matriarchs in training.
Dame Matriarch. The head Matriarch of the Clan.
◢ LOWER COURT ◣
WITCHES.
Healers of the mind, body, and soul, Witches are the only bridge between what is Real and what Isn’t that can be trusted by the Clans. Some are born with an uncanny sense, while others pursue knowledge of esoteric arts, and an unfortunate few find themselves cursed to live more in the realm of specters and wraiths than their fellows.
Witches are taught in the magic of the Cauldron, seidhr; now by their mentors, but long ago by the dragons whom Honored their Clan. Invoking power through the spirits within herbs & crystals, reading the signs of fire & earth & water & air, and most importantly, divining guidance from the Clans’ ancestors in Leafhome, are but a few of the ways Cauldron Witches practice their craft.
On the half-moon of each Cycle, the covens of all four Clans gather at the Scrying Pool beneath the bough of the Great Tree, protectively nestled amongst its sweeping tree-sized roots. Here they will drink of the water, perform their personal rituals and stare into the glassy surface until their mind— slips, and they are through the Veil. But being through or behind does not bring any clarity to the Veil, for it is that blend and blur between what Is and Isn’t and so can never be clear. Being a Witch is to Find and Know the secrets hidden within that primordial haze.
Anointed Witch. The head of a particular Clan’s coven.
More about Witches can be read in the CCRA: CAULDRON COMPENDIUM.
HERALDS.
Heralds are the lifeblood of the Cauldron’s relatively quick information network. News need not necessarily wait for Festival when the Heralds are on their runs. Like Witches and Matriarchs, Heralds have protections when crossing elemental borders; theirs is a diplomatic immunity. When there’s tension between border patrols, cases of stolen prey, or any other not-outright-war-provoking conflict between the Clans, it’s the Heralds who mediate when the Warden and their Younger aren’t available (which is often, as there is much to do in camp already). Heralds are sworn to a sacred oath of silence before the Great Tree, just as the Matriarchs are to their own secrets: they must never reveal the location of the other Clans’ camps, no matter the circumstances, and only go there to perform their duties.
And to break an oath is amongst the lowest dishonors a cat can do, nevertheless the wrath of each Clan’s Honorable Dragon being brought down upon your head. But so long as the oath is upheld, there is nothing to fear. Heralds develop an uncanny divining-rod sense for the whereabouts of individuals they need deliver information to, and will arrive long before any other messenger would.
A cat destined to become the Clan's next Champion. Long ago, blood had mattered deeply in the hierarchy of the Cauldron, and families battled endlessly. Now it's simpler, with a Champion picking who they feel is best. All Young Champions must pass a Trial to become Champion.
A cat destined to become the Clan's next Warden. Wardens pick their Young Wardens very carefully, and train them rigoriously in Clan law and ethics. All Young Wardens must pass a Rite to become a Warden.
◢ ALLEGIANTS ◣
WISDOMS & VETERANS.
Wisdoms. The elders of the Clan, they maintain the oral traditions of the Clan while serving as the Champion and Warden’s council.
For a cat to make it to retirement somewhere as unforgiving as the Cauldron, or to survive a grave wounding where many would perish, is an incredible feat and something that the clans unanimously honour. Although they can no longer serve their clan as the warriors do their wisdom is valuable; thus why they act as advisors to the Champion and Warden. Additionally they’re oral history keepers in each clan, retelling some of the clan’s greatest accomplishments to the youngers of the clan and cradling parts of history that many would rather forget (or perhaps even bury). Day to day they supervise the camp in the absence of the clan’s superiors and are responsible for physical reinforcements in the camp and making sure its defense is strong.
Veterans. Senior warriors, they’re given the appropriate amount of responsibility as expected of their experience. Typically older cats, but exceptionally skilled or battle-worn and wise youngers may make the honor.
Veterans, to a degree, act as Lieutenants where the Warden would be General. They lead patrols, specifically those too important to trust to a less experienced cat in the clan. If an apprentice’s mentor is unavailable for any reason Veterans are expected to step in and help train them in the mentor’s place. As the Wisdoms do, a Veterans’ knowledge is valuable to the Champion and Warden, so they also provide counsel to them both.
In times of war especially they’re expected to help strategize and collaborate with the Warden. This is where the role of Lieutenant comes in. With the war effort spread out across different barracks’, Veterans will take responsibility over a small camp of cats in the Champion and Warden’s absence.
SPECIALTY RANKS.
Miner in WealdClan, Deep Diver in FjordClan, Jester in DuneClan, and Dragonchoir in SteppeClan. Miners gather crystals in the mining-tunnels and carve runestones; Deep Divers plunge to the darkest depths for valuable resources and treasures; Jesters speak for the allegiants in the courts and bring merriment; Dragonchoir singers and dancers bespeak the winged-ones on behalf of the Clans and perform the Warsong.
More about each specialty rank can be read in their respective Clan Guide.
Warriors. Hunters, defenders, scouts, camptenders, and more. The laycat. Nursing cats are still of this rank, and kittens are not of rank at all.
Cats under the age of six moons. Kits are beloved, protected, and cherished- from their parents to the Matriarch, all kits of the Cauldron are given the chance at a good and loving childhood. Someone is always around to step up for badger-rides, and absolutely no one will refuse a makeover!
When a kitten makes it to six moons of age, it becomes time for them to learn how to contribute to and support their Clan. Their fortunes having been read and personalities starting to shrine through, the Court and Council deliberate on who will be trained in what, and who they will be trained by, as well as a backup plan in case that initial assignment wasn’t what Leafhome had in mind.
Apprenticeships are handled differently across the Clans. The Apprenticing Ceremony is when a -kit becomes a -paw, with the Naming Ceremony being their receiving of their earned (also known as ”grown” or “graduated” name) merit, aka suffix. You can read about the specific ceremonial differences & other details in the Clan’s dedicated guide!
When it comes time for an Apprenticing, the Warden will meet with the Champion, Matriarchs, and Wisdoms to deliberate on who will mentor the young cat. The Young Warden will attend, but won’t have a voice until later on in their education. Parents are permitted to sit in and give their opinion, but ultimately, the decision comes down to the Warden. Mentors are informed of their upcoming duties, though the apprentice is rarely informed of who their mentor will be before the ceremony occurs.
WEALDCLAN.
WealdClan has a specific holiday for Apprenticing Ceremonies in the new-leaf, but that is not the only time this ceremony occurs. Apprentices and Initiates are assigned a specific mentor to oversee and be responsible for their learning & growth. Studying the histories is a huge part of it, learning runes another. Fighting, aside from with the Combat merits, is often of least importance. Mentorship & apprenticeship is a grave affair, a bond that lasts an entire life. Mentors often still feel responsible, at least intellectually, for their prior apprentices their entire life. Wealdans apprentices typically receive their merits at 16-18 moons, with initiates typically receiving theirs at 20-25 moons.
STEPPECLAN.
SteppeClan’s methods of mentoring are a particular headache to the other three Clans. Springing from their nomadic nature and dedication to the Winds, the primary mentor of an apprentice / initiate changes with each new camp. This is to foster an adaption to change, and give more perspectives to the growing cat. Steppen apprentices typically receive their merits at 16-19 moons, and initiates typically at 20-22.
DUNECLAN.
Apprentices and initiates are often referred to as “understudies” or “so-and-so’s understudy” in DuneClan, the close bond of mentor & apprentice a source of pride for both. In DuneClan, apprentices & initiates are permitted to select their own merits; at the discretion of the Warden, Council and their mentors, of course. DuneClan training is particularly rigorous, physically and mentally, as there’s not only formal assessments but critiques as well. Dunean apprentices typically earn their merits at 17-20 moons, initiates at 20-22 moons.
FJORDCLAN.
FjordClan goes with the flow with mentoring even more so than the Steppens. Apprentices and initiates, generally, are assigned no specific mentor. They are mentored by the whole of the rank they’re training into; this includes the initiates. Apprentices and initiates even receive sprinkles of cross-rank training, to broaden their pool of Muse and experience different things; though until recent moons, Witchlings could not learn the arts of combat. In the case of special cases who need more direct cultivation, exceptions are made and 1-3 specific mentors may be assigned to the apprentice or initiate. Fjordlin apprentices typically receive their merits at 15-18 moons, initiates typically at 20-21 moons.
Witches across all the Clans are trained collectively as a Coven; however, often a specific Witch will focus on a singular apprentice as a primary mentor, usually a Witch of their same Path / or who is training them along that Path.