ZeroClan

ZEROCLAN*ROGUE-RECKLESS-REVENANT*

FUNDAMENTALS

**THE PILLARS OF ZEROCLAN**
Zeroclan branches off of both Bloodclan and Endlessclan traditions. Zeroclan is essentially a band of rogues, hence the name "Zero" Clan. The Clan does not obey religion, but instead house a number of practices to accomodate for the secular foundation. Rather than worshipping or relying on the stars, the Clan believes in an inexorable fate. Karma guides the Clan, whilstwhile the inhabitants are gods in which hold an occupation of ruling their own kingdom. The rogues rely on Predestination and Atheism. In a simpler sense: What happens was always meant to be; no one immortal being has the power to influence the decisions of mortals; you are your own "god".

**I. COORDINATION**
You are expected to cooperate and function as one. Whether you are an Elite, Renegade, Scrap, or associate in the Guardian Four, major decisions are not to be initiated independantly. Everyone is a leader- not a dictator. Rank is irrelevant and is simply existing to maintain an organized atmosphere.
**II. ATTIRE**
Wolves are to be used for all ages and classes. Nonmembers wear *pirate swords, worns, leaf bracelets, gloves, foxhats, jamaaliday scarves, spiked wristbands,* and *spiked collars*. Members wear *spiked collars, spiked wristbands, leaf necklaces/bracelets, headdresses, skull helmets, pirate swords, worns, elf bracelets, spartan armor, elf armor, flower crowns, skullys, tooth necklaces, jamaaliday bows,* and *gloves*. You will need an "okay" from one of the Guardian Four if you wish for different attire.
**III. DOUBLE GROUPING**
You may not double group. In Zeroclan, this includes "side-groups" on AJ and AJCW roleplay threads; the name is merely an excuse to double group. We cannot keep you from roleplaying on other platforms (such as discord, cats paw island, etc.) thus are allowed, however frowned upon. Your full attention and dedication should be geared towards Zeroclan.
**IV. VOCABULARY**
Amidst roleplay, you are expected to use English. You cannot incorporate Latin, German, or Spanish words into your roleplay. Please be considerate and use vocabulary those who you are roleplaying with-at that specific moment-will understand.
**V. CHARACTER**
Character development and structure is vital. While abiding to the Law, Visual Attributes, and Psychological Attibutes, your character is unique. There are no boundaries. Do not break character during roleplay. Be serious and realistic. There are no friendships on the battle field.
**VI. UNITY**
With your character's personality aside, you must work together with your peers. Remain devoted to your Clan. Respect each and everyone one of the Kindred. Rank is irrelevant.

ABSTRACT

Zeroclan comprises of wayward, unwavering, and spontaneous rogues. The inhabitants are cruel, manifesting serreptitous mechanism and antiquities. Although irresolute on the devastated facade, those who reside in Zeroclan are nevertheless family, remaining beside one another until the end. Amongst the damaged orientations, the rogues share one common goal: unity.

KINDRED

The Guardian Four are not necessarily Leaders, but rather figures who maintain the Clan on the track it was designed to apprehensively follow. Within the division are ranks of divergent personas. Each persona is at equal power, vitality, and importance. The Guardian Four have meetings regularly discussing the Clan's well-being. They lead raids, schedule gatherings, and declare war. There is no one Guardian with the upper hand. The Guardian Four are the mothers of the flock who must shelter their children beneath their soaring wing, advancing the Kindred henceforth as one.

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The Rex bears the grudge and war-power of the Kindred. They own all priveleges of the Savant, Warden, and Arbitrator; furthermore must conduct combat stategies and scheme the Clan's future. The Rex must consult all members of the Guardian Four prior to formulating major decisions.
The Savant is the wisest of the Kindred and aid in moral decisions in which are bound to  write the Clan's future. A Savant works alongside the Guardian Four as a whole; reassuring equitable decisions are made. The Savant must consult all members of the Guardian Four prior to formulating major decisions.
The Warden is the riged tyrant of the Clan. A Warden is responsible for assuring inhabitants keep their place in rank and do not assume themselves Leader, as there is no Leader in Zeroclan. The Warden requires a cold-hearted psyche and ruthless demeanor in order to establish their position. However, one must consult all members of the Guardian Four prior to formulating major decisions.
The Arbitrator is the bonder and peace-keeper of the Clan. If there are issues with drama or concerns about the Clan's inhabitants, the Kindred must confer with the Arbitrator. An Arbitrator typically requires a calm, understanding disposition, and is not permitted to snap, inaugurate quarrels, or bear grudges against the Kindred. An Arbitrator must consult all members of the Guardian Four prior to formulating major decisions.

The Children of Zero are the Clan's soul, spirit, and essence. Without them, the Clan would not progress. Amongst the Children of Zero are metaphorical ranks which render each Child unique. Elites, those who reside as the Renegade's mentors; Renegades, the fighters and bulk of the Clan; Scraps, who are the shamed. Each status may the Children move about freely. Social statuses and cliques are prohibited.

Elites possess the same priveleges as Renegades, however are idiosyncratic with their savage crux. An Elite *will not*push about Renegades and give orders, but rather pose a leading hand in shenanigans such as minor raids and quarrels with adversaries. Elites are expected to mentor Renegades consistantly.
Renegades examplify the Clan's quintessence of unity and impulsivness. They are the utmost valuable beings of the Kindred. Renegades take part in raids and adventures henceforth into uncharted territory, but are restricted from doing so without reinforcement. A Renegade may also spark quarrels and wars with other Clans as they please.
Scraps are the low-lying fragment of the Clan. This comprises of the punished, demoted, disabled, weak, and prisoned; along with kits who cannot fight as Renegades. Renegades will often toy with scraps and treat them as worthless residue, occasionally singling out one to kill. Scraps are protected beneath the wing of the Guardian Four, but must fend for themselves when amongst the Children of Zero.

FORMS

**-OPEN-**
*If you are accepted into Zeroclan and leave before your 1 week trial is over, you will not have our blessing to return in the future.*
*You may have 3 OCs and no more.*
**-OPEN-**
**-CLOSED-**
CREDITS

be quiet little lamb by cr0wfood cr0wfood DA
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