There are three gryphons who can command the clans: the leader, the deputy, and the moonspeaker.
The leader is the face of the clan they lead. When a leader earns their six lives from Andromeda on the waning half-moon, they receive their new name, which is one part of their own name (this can be chosen) and -star as their new suffix. They also have their own title: Sunseer, Rainbringer, Fenstrider, or Skyjumper for each clan.
Within the next moon of the leader becoming official, they will have to choose three gryphons as candidates for the deputy. They can be any role. The deputy is the gryphon that will take over for the leader once they die. Starting the new moon after the leader becomes official, the candidates will be "tested" by the clan to see who secures this position; the tests will include trials from the artisan, hunter, and warrior professions that are chosen by the leader and moonspeaker. The deputy generally fills the same role as the leader but as an extra helping claw.
The duties of the leader and deputy include:
Officiating trade agreements between clans
War declaring or peacekeeping
Speaking at gatherings on behalf of their clan
Organizing patrols
Completing ceremonies and calling for clan meetings
Allowing or disallowing visitors to stay in the clan
Deciding what to do with threats on the territory
Officially recruiting/exiling a gryphon in/out of the clan
Completing tasks with other roles in the clan
Visiting Andromeda with the moonspeaker on the new moon
Training tyros in a field of their choice if assigned
Assign an artisan to make their armor
The moonspeaker is above all other gryphons in their clan. They have three lives. Thanks to the blessing of Andromeda, they have intimate knowledge of medicine that allows them to heal their fellow gryphons through nature. A unique trait of the moonspeaker is that they do not have to sleep and have a consistent energy level. While the moonspeaker has a personality of their own, moonspeakers who have been blessed by Andromeda are known to be calm, wise, and diplomatic, having the final word in most clan decisions. Moonspeakers are able to bend the code to provide for their clans and are often perceived as being divine and above their clanmates.
When moonspeakers do sleep, this allows them to visit the Starlands in their dreams. It is not a guarantee they will meet a starglider - only if they have something to say or advice for the moonspeaker will they appear.
The duties of the moonspeaker include:
Healing the clan gryphons with medicine in their roost
Helping roostmothers have cubs
Training a moonspeaker tyro
Gathering medicine and trading with other clans
Visiting Andromeda with the leader/deputy on the new moon
Interpreting prophecies and words from Andromeda
Going with the new leader to Andromeda to get their lives
Visiting the Starlands in their dreams for advice
Having the final word in major clan decisions
Exiling the leader if needed
Declaring war or peace if the leader will not and the clan agrees
Speaking at the full-moon gathering if needed
The frontline workload of gryphons have been divided into three roles: warriors, hunters, and artisans.
Similarly to the warriors in the Warrior Cats novels, warriors in Noctus are responsible for protecting their clan from threats. They are usually the largest gryphons of the clan between 16 and 20 hands tall at the shoulder. They are outfitted with armor created by the artisans.
When they are assigned to hunting patrols or when they are escorting artisans on trade missions, there is a ratio of one warrior for every two hunters or artisans. If the moonspeaker needs to cross border(s), either the leader and deputy or two warriors will escort them. At least one warrior must occupy the leader when they cross the border. While all of these roles do not require warriors to escort them, it is strongly advised especially during threat hunting seasons.
The duties of warriors include:
Patrolling the borders in groups of three daily
Fighting threats greater than two stars
Battling other gryphons when war is declared
Protecting the clan, in particular leadership and roosters
Escorting artisans, hunters, and any leadership
Training their assigned warrior tyros
Assigning an artisan to make their armor
Bringing threat corpses back to camp
Fetching armor parts or items for artisans if hunters can not
While warriors are bulky and built for battle, hunters are usually gryphons that are not interested in artisan work but are too small to fight threats. Hunters are typically between 10 hands to 17 hands tall at the shoulder. The duty of hunters is written on the tin: to kill prey or weak threats and bring them back to the clan, depositing them in a kill pile.
Hunters participate in daily hunting patrols that can be as small as two and as large as five. They are escorted by one warrior per two hunters. When prey or threat corpses are brought back to the clan, the hunters are responsible for preparing them for eating and giving useful pieces of the creature to artisans for armor and items.
The duties of hunters include:
Hunting in groups of two to five daily
Fighting threats less than two stars
Killing prey animals and bringing them back to the clan
Preparing prey to be eaten
Giving artisans pieces of their prey that may be useful
Training their assigned hunter tyros
Fighting in war if needed
Controlling pests on clan territory
Monitoring migration patterns for prey
Monitoring hunting seasons for threats
Fetching armor parts or items for artisans
Artisans are a unique role to the Noctus clans. Thanks to the intelligence of gryphons and having claws that are more easily maneuvered than paws, they have learned how to craft. Artisans are the more clever members of the clans and do not like or are not suited for fighting in any capacity. They can be any size - even 20 hands tall at the shoulder. The things that artisans can create depend upon the creativity of server members and the items that are available to them.
Artisans are also one of the roles of the clan who can trade with other clans. Some items like bunyip hide are local to only one territory, so trades are necessary for artisan creations to be their best shape. On trade missions, they have one warrior for every two gryphons as an escort.
The duties of artisans include:
Creating armor for warriors, the leader, and the deputy
Keeping track of what materials the clans have
Trading with other clans for valued materials on trade missions
Inventing new objects and apparel
Training their assigned artisan tyro
Fighting in war if needed
Building nests and dens for clanmates
Cleaning up branches, leaves in leaf-fall, or other natural debris
Finding herbs, items, and plants for the moonspeaker if needed
Sending hunters and warriors to find items for their crafting
Keeping necessary twoleg and gryphon structures intact
Some clanmates are not ready to do their part or have long since provided for their clan: cubs, tyros, roosters, and elders.
Cubs are the Noctus equivalent of kits. They are live-births. Their upper halves mimic the aging of their bird claim, so they start out real ugly for a moon or two before all of their feathers grow in. Once their eyes open, cubs are taught the fundamentals of clan life, including the general history of the clans, each role they can grow up as, and other animals in the territories. Between four and eight moons, the cub is ready to choose which role they want to be when they grow up. Their rooster tells the leader, who then does a ceremony for their name ("prefix"-paw) and assigns their mentor. The moonspeaker will pick a tyro personally if needed.
The duties of cubs include:
Scream a lot
Eat a lot
Annoy everyone
Be adorable
Learn about the clans
Decide a path for their tyroship
Note: A cub can become a tyro at four moons only for the hunter, artisan, and moonspeaker roles. Warrior tyros must be at least six moons.
Tyros are the Noctus equivalent of apprentices. Once they choose a role, get their tyro name, and have a mentor assigned to them, they begin their path to adulthood. Before they graduate, they have to train for a minimum of six moons but may be a tyro longer than that depending on how their training is progressing.
While the clan as a whole trains tyros, the tyro's mentor is the one they report to, seek guidance from, and grow closest to. The mentor is the one who carries out the tyro's trial. Tyros can not leave camp alone until they are 12 moons or older.
The duties of tyros include:
Learning about their role
Going on patrols or trade missions with their mentor
Shadowing the moonspeaker if the moonspeaker tyro
Doing the stuff no one wants to do (cleaning waste)
Helping the roosters and cubsitting
Caring for the elders
Fighting in war if needed
Roosters are the Noctus equivalent of queens from the Warrior Cats novels. Roosters are not exclusively female nor a parent of the litter: it can be any gryphon who is willing to care for the cubs. Because of the biology of gryphons, cubs do not need to nurse, eating meat from the moment they are born. Gryphons who gave birth are up on their feet by the end of the following day. That is when either parent or a volunteer gryphon are chosen as the rooster for the litter. They raise the cubs, responsible for feeding them, cleaning them, teaching them about the clans, and protecting them. Some gryphons are named honorary "permanent" roosters and take care of many litters over their life.
The duties of roosters include:
Feeding, cleaning, and protecting cubs
Teaching cubs about the clans
Making sure their nest is comfortable for cubs
Watching the cubs full-time
Hiding cubs in emergencies
Teaching cubs how to fly
Encouraging cubs to find a path for their tyroship
Bringing cubs around the camp to meet their clanmates
Telling others when a cub is ready to advance
Elders are gryphons that are unable to provide for the clan. Typically, these are retired gryphons over 160 moons old. Elders have nothing expected of them - however, they are members of the clan that are commonly consulted by the leader to make important decisions thanks to their experience. Younger gryphons can become elders, too; chronically ill gryphons or disabled gryphons who feel discomfort when they provide for the clan are not shunned for taking the title of 'elder,' though it is not expected of them and disabled gryphons can be any role they'd like. Leaders can also retire and become elders if they age out of their prime, but they lose their lives.
The duties of elders include:
Being pampered by tyros
Helping the leader make important decisions
Monitoring the camp
Cubsitting, if they so choose
Burying dead gryphons and praying over their grave
Helping artisans and tyros fix or build nests if needed
Keeping history and traditions alive