✧
✧ What is an Ambitious Pledgeling, and what is the Pledgeling Challenge? ✧
Those who are currently Druga (guests) are classed as Pledglings once they begin their trial to become a fully fledged member of the Clan. This Challenge can take up to one week, depending on which task they are more aligned with.
While they undergo their trial, they are required to remain in the Blow-Ins’ Den. This den is not near the Heart, to protect the Clan from outsiders who may intend harm. It is also to filter out those who simply need somewhere to rest before leaving the Terrain. This den is always guarded by a Sentry or Marshal.
✧
✧ The Challenges ✧
Once the Pledging decides on the path that is closest to their hearts course, they then participate either alone or with another Valleyfolk joining the Clan to do their challenge.
Aspiring Wyrnnes ✧
For those who intend to become healers, they must locate a plant that grows beneath the waves - Sealsbreath.
The conditions of this trial, are not only do they have to undergo the seas but it must be done while the land and ocean are being thrashed by a storm.
To prove their dedication to the art of healing, and ensuring the stores of the Wyrnnes' den remains strong, even against the battle of nature.
Aspiring Marshals ✧
For those who intend to become defenders, fighters and the vocal breath of Eirmuir - they must take on battle with one of the High ranking Marshals. To prove not only their ability to defend their future Clanmates, but to prove they are worthy of that rank.
They do not necessarily need to come out as the winner in this fight; it is highly unlikely that they would, but they must prove they are able to withstand the fight.
Aspiring Foragers ✧
Their challenge takes them to the Ocean where they are required to catch 10 Medium sized fish within 3 days.
Hunting seals alone is not an easy feat, as they fight back and are highly recommended against for Pledgelings unless they are undergoing the Pledge with others.
They are required to leave their prey with the guarding Marshal or Sentry, being left with one piece of fish to sustain them over 3 days.
Hunger is the battle of the Clan, their dedication to the Hunt is considered a source of reason to get the hunt done before the three days is up.
Aspiring Sentry ✧
If found to be silent, preferring the comforts of the shadows than the life of a Sentry calls to them. They are required to undergo their challenge at the foggiest point of the day, when the Whispering Fog is clinging to the Clans land with intent. There will be Sentries hunting their location, where the Pledgeling must remain silent and unfound for the entire day.
This is to prove that they are quick to learn the lay of the land, and remain hidden, if needed to prove their ability to remain undetected from enemies.
Aspiring Tideripper ✧
If they feel more of a singer, history keeper than Tideripper is where they hail.
They must gather information from four members, each will be situated across the territory and they must collect enough information in regards to the tale of the Clans’ history to be able to retell the tale of how Eirmuir began. Their ability to retain information as well as to share it in an entertaining and educational way to the Clan.
Aspiring Gravesinger ✧
If they are tied to death, then Gravesinger is where they are beckoned to.
They must seek approval of the dead in the Grove of the Fallen, and pay respects to the dead overnight through vigil. For their protection, a Sentry or Marshal already established in the Clan will be placed nearby as a guard with the rise in Spirits in recent times.
Only once they make it through the night, without retreating or falling asleep will they be considered true carers for the dead.
GRAVESINGER
‘’Life-enders, song-bringers and history keepers.’’
The task of the Gravesingers was founded in Religion but one having faith is not necessary for the task. Eirmuir does not believe in forcing religion onto Valleyfolk, but expects them to respect the life the dead had lived. The Gravesingers care for the past of the Clan, as well as when death happens to prepare the body for burial and to sing the hymn of death.
Gravesingers help in the burial of the deceased, placing the chosen seeds of flowers on graves to mark where one would find their fallen Clanmate. If the deceased was buried at sea, then they place flowers at the coast. They walk a fine path in Eirmuir, often sought out by Clanmates to understand dreams as well as to keep record of the Clans' history as it grows. Their role in the Clan is vital, they help to tie in the changing of the seasons and with the ceremonies important to the Clan, regardless of rank.
(Update to Task)
With the rise in Spirits wandering Eirmuirs terrain, the Gravesingers are required to report any instances of disturbed graves. As well as to sing Hymns of peace and good will to spirits reawakened, to lead them towards graves, to see if they are fallen Eirmuirians. If they do not react, or react poorly, immediately searching for nearby Fort Rings, which in turn banishing ill spirits back to the Fade.
As Verdant Limbs Wither [Task Theme]
MARSHAL
‘’Peacekeepers, warriors and protectors.’’
The Marshals of Eirmuir are both the fighting force of the Clan, as well as the peacekeepers. Being that these Valleyfolk are the diplomats and warriors of the Clan, they are fit and typically large, muscular Valleyfolk who hold peace in their hearts. Their main goal is to resolve issues, to prevent harm from entering the Clans’ territory or to remove it if it has already crept in. If peace is no longer an option, the Marshals show their true colours as warriors and defend each other and the territory with everything they have been taught. When these Valleyfolk leave the borders, they are to remain in shadow and only what has been asked of them. They are put under a timeframe, having Avians which the Clan refer to as ‘Wing Hook’ tailing them from the sky. The Wing Hooks are sent back to the pack to give updates to the Chief, and The Chorus on reports.
(Update to Task)
With the rise in ill-natured Spirits, Marshals are required to protect the well being of their Clan by fighting spirits who near the Heart. It is recommended to fight with others, as those of the Fade tend to be monterous fighters. Once the spirit is weakened, they must verbally banish the spirit to the Fade where their spirit will be reclaimed into nearby Ring Forts.
Blood Upon the Snow - Hozier and Bear McCreary [Task Theme]
SENTRY
‘‘Silent shadows, watchers and stalkers.’’
The Sentries of Eirmuir are the protectors of the land and Clan, they become one with the fog that often rolls across the terrain. These folk are light on their paws, seeking comfort in the ‘background’. They are the eyes of the land, reporting any changes, damages or of groups passing through. These Valleyfolk are necessary to safeguard the secrecy of The Sea Hollow, the Clans densite. They are trained to be as silent as spirits, passing through the territory without much notice. To make no noise, to remain hidden. They are important to the Chief, being the eyes that the leader needs in their absence or inability to patrol the territory themselves.
Being silent is an important trait for these Valleyfolk to learn.
Can You Hear the Music - Ludwig Goransson [Task Theme]
FORAGER
‘‘The hunt, core and soul of all.’’
These folk are the Hunting body of Eirmuir. They are taught both to hunt on land and water. Diving beneath the waves is a hard task to handle, let alone learn. Foragers must be strong and hardy, but agile. These folk respect the Ocean, where everything started for Eirmuir. They only hunt what is needed, releasing fish that they do not need from their hunts. Learning to adapt to the bashing waves, these folk can stand in water for hours as they fish. They must be able to withstand the cold waters, as well as the wetland that Eirmuir is situated on. Hunting the bogland is often difficult, with paws slipping through sinking muck. It is why they are taught to be fast, learning where to place their paws and knowing where to hunt specific prey.
Song of Storms - ROZEN [Task Theme]
WRYNNE
‘‘The menders, lightbringers and soul flames.’’
The Wrynne are the skilled healers of Eirmuir, having dedicated their lives to keeping the minds, as well as bodies of the Clan healthy. Their eagerness to learn new tactics of healing can be rather off putting, seeking knowledge wherever possible for the well being of the Clan. The Wrynne take comfort from the power of seawater, healing pools along the coast are used in their practice. The salt water is used in soaking of wounds, and to aid in the fresh cleaning of wounds.
It is unusual for the Wrynne to leave the safety of the borders, if they seek to leave the borders they must receive permission from the chief as well as being escorted by a Marshal for their safety.
14.3 Billion Years - Andrew Prahlow [Task Theme]
TIDERIPPER
‘‘Jesting heartwarmers, joyful storytellers.’’
The Tiderippers connection to the heart of Eirmuir is strong, not considered a high adrenaline role in the Clan they are used to enlighten the soul of their packmates. They sing hymns and verses, the historykeepers and storytellers - speaking of lost times far beyond even their time in the Clan. They jest and dance in the water, encouraging others to be light and free. These folk have a big role in preparing celebrations, as well as taking part in diplomatic talks to other Packs. If the Valleyfolk sent on that meeting are to stay overnight, these folk prepare to give a show of Eirmuir dances, as well as versing stories to share to their potential allies.
The heart of a Tideripper should be kept light and free, a burdened heart is one to worry about.
Soaring - Sydeny Forest [Task Theme]