Welcome to Gaia! ::

Kells Wolves

Back to Guilds

 

Tags: wolf, wolves, kells, breedables, Roleplay 

Reply [OOC] Pack & Plot Recruitment
[ pack i/t ] wipppppppppppp

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

medigel

Anxious Spirit

PostPosted: Fri Nov 08, 2019 1:23 pm


WELCOME TO THE [APOCALYPSE] PACK I/T

at a glance...
    To an outsider, the pack is your run of the mill cult of killers. What many don't know is why they kill: for your salvation, in fact. And they're not exactly unrepentant about it (well, not everyone anyway): many feel for their victims and the pain they must suffer to reach a better life. The world is in a sorry state of affairs, and the fact that such a vile act (among many others) has to be done is a burden the members carry with a somber air.

    You see, the fact that you die at all is unnatural. And they are doing their best to fix that.


SPECIFIC TERMINOLOGY
  • disciple - an outsider that has recently joined the pack and isn't a slave
  • heathen - a non-believer; pejorative term for outsiders
  • Clansman - what Heralds call other Heralds; a member of the pack (even slaves are called this); outsiders are rarely aware of their demonym
  • Endling - what outsiders believe Herald wolves are called due to witnessing their ritualistic kills and suicides; the Heralds don't bother correcting this and in fact use this to determine the difference between a saboteur in the wild and a pretender
  • The Consul - the collective noun for the governing body made of the four betas and alpha
  • re-education - the process by which a Warlock tampers with a creature's mind specifically to "ease a clansman of their spiritual doubts"


MAJOR IRL INSPIRATIONS
  • Roman culture (military and civilian life, rituals)
  • Catholicism (particularly American evangelicalism)
  • GOT-style politics
  • Actual ******** cults


PLEASE NOTE: This pack has heavy restrictions about breedings due to lore. Please keep that in mind before considering who to add to the pack!


created by: medigel
contact: via PMs or by Discord (medigel#4444)
PostPosted: Fri Nov 08, 2019 1:26 pm


User Image - Blocked by "Display Image" Settings. Click to show.

GENERAL RULES
o1. Keep the faith going, and the faith will keep you going.
    Once in, you're in for life unless otherwise plotted! As any good (?) cult would do, they manipulate doubters into remaining. Sometimes manually: see "re-education."
    To join, check out this thread! (insert it later when official)

o2. Communication is key regarding plots!
    Drama is always loved! However, big plots should be run by me, especially if they affect the pack!
    Breedings are also handled differently, so please read that before getting shacked up!

o3. Do as your character will within reason! Be respectful of your fellow Gaians.
    IC law breaking is fine, just remember there's consequences! And delicious drama.
    Naturally, Daisy Code and all that, too.

o4. Creating a slave always requires an agreement!
    Never godmod a person's character into the position unless it's been plotted out.
    Just because ICly it's probably unwanted doesn't mean it should be an OOC surprise.

o5. I'm always around if you need help navigating the place.
    If you have any questions/comments/concerns, please feel free to reach out to me on here or (more easily) by Discord (@medigel#4444)!


COATS, DYE, SPECIES, & FAMILIARS
o1. All wolves are welcome to become a Herald. (With exceptions.)
    The war cannot be fought alone. Many clansmen were once outsiders themselves, and given how few births are allowed, they make a sizeable portion of the cult.
    • Dire wolves are of course the jack of all trades and make up most of the pack. Their adaptability makes them excellent in any rank or clan.
    • Berserkers are often pushed towards War naturally due to their size and natural strength. Slaves are often made to be living dummies for training or are typical candidates for the beastblood program. Surnames carry weight even across the clans, with some being especially picky about who gets into their bloodline.
    • Wolfdogs resemble dire wolves in their adaptability, but their smaller size tends to lend them to more subtle jobs such as in Conquest or the speedy vanguard in War. Some clansmen are not fans of the fact that they can never produce anything other than more wolfdogs. Many join in honor of the humans that have been wiped out.
    • Ethereals are treated on a case by case basis. Their unnatural coloring isn't held against them except on a pragmatic level, though if any show cursed seer blooded eyes, they will be dealt with as according to the next two spots below. Some are allowed to use magic with a license from the alpha, but it would be prudent not to do so in front of the clans at large.
    • Seer-blooded males & non-dire wolf seer bloods are in a tight spot. You know the meme "XYZ will be punished, ABC is ok but you're on thin ******** ice"? They're on thin ******** ice. If even allowed to live, their cursed eye(s) will be blinded, and they will have a much harder time getting permission to breed if at all.
    • Seers are killed on sight, adult or newborn. They will never be allowed.

o2. There are no particular coat or dye restrictions, but there are societal nuances associated with them.
    Each clan has a particular theme they tend to go to, so there's a loose unification of dye choices across the board. Nothing will restrict you from choosing differently, but it could be reacted to depending on the clan. Conquest might sniff at you if your dye isn't coordinated and stylish, War would laugh if the pattern is too frilly, and Death might shun you for not following the theme of the friend group you find yourself in. Pestilence at least doesn't care a whit.

    Additionally, consider things like: an unnatural colored pelt from an Ethereal or their offspring wouldn't be well suited to the camouflage required for a pathfinder, for instance. A new slave that is blind or hard of sight wouldn't be trusted to handle poisons or sometimes even trinkets. It all falls on a case by case basis.

o3. Familiars must always start as a slave.
    Being the lesser creatures put to serve wolves (either as food or for labor), the Heralds don't consider familiars to be worth giving a higher rank to unless they prove themselves. They might get lucky and be Reborn, or become someone's favored slave, but generally it's uncommon to see a familiar with an "actual" rank in the pack other than their secondaries.


NAMING CONVENTIONS
Outsiders can keep their heathen names if they wish. Clansmen can carry a wide variety of names, but certain themes remain prevalent throughout the years.

  • Worship of The Maker, a general religious overtone, and spirituality
    ex. Dawn Shall Come, Maker's Will, Prayerheart (berserker clan name), Bogdan (wolfdogs; "god given" )

  • Ideals/virtues or goals; clansmen believe naming someone gives them a modicum of that name's meaning
    ex. Redemption (the alpha), Dauntless, Sweet as the Rain, Quiet Steps, Cherished, Terror, Pate (wolfdogs; "nobleman" )

  • After paragons - clansmen may derive from these honored ancestors in the hopes of matching their example
    Sample paragons (not an exhaustive list)
    • Breaker Longtooth (a female berserker legends says could slay 10 before taking a hit)
    • Clearwater (a famous healer known for her green thumb)
    • Meekly (a slave at birth, he rose to be the first of 2 Overseers; some question this honoring)
    • Ratimir the Brave (the equivalent of Indiana Jones, he's said to have left signs of his wondrous explorations throughout the world)
    • Wintersong and Summershine (ancient fraternal twins who pioneered the warlock career)

medigel

Anxious Spirit


medigel

Anxious Spirit

PostPosted: Fri Nov 08, 2019 1:27 pm


culture, beliefs, religion

death is bad : ( wouldn't it be great if nobody had to suffer pain or dying or being the wrong gender or being orphaned? u should read about us then fren

breeding is 90% taboo - why u gonna bring more into this terrible broken world when we're trying to cleanse it? are exceptions, however

hi slaves! meet your masters!

4 is a great and terrible number

seers and seer blooded are not good >[
PostPosted: Fri Nov 08, 2019 1:29 pm


User Image - Blocked by "Display Image" Settings. Click to show.

In The Heralds, you either make yourself useful and follow orders, or you are sentenced to slavery. If that doesn't work, you are cursed, killed, and given to the clans for whatever suits their needs best. (Apprentice practice, anatomy study, meat for the slaves, bait for traps, bomb testing - there are so many uses for a corpse, certainly more than a layabout has.) Even the lowliest of slaves will always have work to do. It's rare but possible to be part of two clans if a job necessitates, but generally a wolf is expected to focus on one job exclusively unless they possess the talent to excel in multiple disciplines.

User Image

Those whose talents lie in more covert fields are usually pushed into the Conquest clan. These include wolves whom insert themselves into other groups or packs to siphon information from or otherwise weaken; the scouts and hunters best suited to solo fieldwork; and those whom are tasked with fitting new recruits or pups into their future roles so that the great machine of the pack continues ever forward. A Conquest member is a survivalist, independent agent, keen eye, and strategist at any given time, able to read body language and select just the right words to get what they want or push a nerve in an enemy to force a foolish reaction in an area they've surveyed. As intelligence is their niche, these wolves tend to be more secretive and believe in the bartering of knowledge and rumors, especially among each other.

Religiously speaking, it is incredibly important for Conquest members (particularly saboteurs and pathfinders) to be of strong willpower, whatever spirits they may choose to pray to. Being out in the field can test a wolf's faith quickly they must be able to stay true to their mission regardless of what is presented to them. There is less pressure on artisans, but then again being atheistic or even agnostic is a dangerous thing to be among the Heralds, so many do their due diligence in public at the very least; they are also prone to the terrible temptation that is material lust. Most Conquest clansmen, however, believe theirs is a divine right in the clan to serve as noble exemplars to the rest and would absolutely shun those who are anything less than devout.

Dyes tend to be more florid or ornamental, especially of the face and paws. Conquest clansmen wish to appear noble and put together, as any righteous worker should.

    Associated Positive Stereotypes
    xxxcomposed, creative, resourceful (pathfinders and saboteurs especially), good memory, charismatic (saboteurs especially)
    Associated Negative Stereotypes
    xxxmanipulative or scheming, petty, antisocial (pathfinders), too social (everyone else), superiority complex, physically weak

User Image - Blocked by "Display Image" Settings. Click to show.
    The Spymaster is one who is able to keep a paw on the pulse of everything going on, continue the flow of information in their favor, and act on the appropriate data given. All information gets to them one way or another - it's usually best if you report it yourself to avoid any miscommunications. It's the Spymaster's job to make sure the pack is kept up to date about what goes on beyond their borders through their many informants, to make sure the right ears receive the right information, and to keep the alpha apprised of everything else they might withhold from the public. The mark of a bad Spymaster is one that has free time: quelling or creating rumors in other places through moving particular clansmen, piecing together seemingly disparate pieces of information from different sources to come to a conclusion, organizing news into something palatable for the general audience, deciding what is or is not important and when to act upon it, cooperating with the other betas and alpha to create an investigation team to scout out a curious event, assessing weather patterns from pathfinder reports - there is almost always something keeping the Conquest beta on their toes.

User Image - Blocked by "Display Image" Settings. Click to show.
    The spies of The Heralds, saboteurs are the wolves that can scout out, infiltrate, and blend in with other packs or travelers with unnatural ease. Their job is to observe the activities of others and, if need be, ensure their efforts are found wanting. A saboteur is not someone that strikes deathblows like an assassin (unless, of course, that happens to be their secondary rank) - inciting another to do so in their stead is a much cleaner solution anyway. Manipulation, charm, and a keen intellect are necessary to make sure their covers aren't blown, and it isn't uncommon to see saboteurs practice these personas on others within the four clans as well as strangers to ensure a flawless mask. Some saboteurs might prefer to keep themselves as an "open agent" (read: a non-pack member) for their cover, while others choose specific packs they feel they can blend into best. Some operatives can expect to stay in place for weeks at a time, if not months, depending on the infiltration level needed. A few talented individuals can even have what it takes to be several different wolves without mixing their histories up.

    Because their work often requires them to take in other pack traditions and beliefs and can be mentally and emotionally taxing, a returning saboteur is always re-examined and interviewed to make sure that their loyalties have not swayed. Those found wanting are sent to counselors for re-education, or consigned to slavery if they refuse examination.

User Image - Blocked by "Display Image" Settings. Click to show.
    While saboteurs take to gatherings and inspect what's within, pathfinders take to the wilds beyond these borders explore everything else without. Excellent scouts and trackers, these wolves survey the land and take in multiple points of data to bring back to the Great Map: wildlife, plant life, weather patterns, tracks, wolves seen, topography, and so on. Such clansmen must be ready to take on unexpected changes when out in the field, which they can spend many days in alone and without help before returning. They are the ones in charge of recommending paths for warbands, traps to set for invaders, prey to avoid hunting so they might repopulate, scouting ahead while groups travel or acting as guides, and so on. Data is incredibly important to a pathfinder: these are the wolves that can collect the small pictures and then create a giant collage to which they can point and list every miscellaneous detail you might desire to know about an area.

    These are also the wolves best suited to track down traitors, missing persons, and other important targets to keep an eye on. Some might in fact exclusively hone their talents in one area or another: the location of the lost is well-suited for a pack that happily takes in estranged younglings to mold for their purposes, and an expert trap setter can ensure easy meals and bolster the border's defenses against trespassers. Essentially, consider pathfinders both rangers and detectives in differing capacities from user to user.

User Image - Blocked by "Display Image" Settings. Click to show.
    One of the older ranks of the clan, wolves of this rank were once called aestheticians. Back in the day, aethesticians were the ones charged with helping saboteurs create a persona and then help them look the part. Part of this meant procuring or else creating jewelry, cloth, headwear, and other accessories to compliment them - on the opposite end, this could also mean scarring, dirtying, or camouflaging through mud and subtle dyes. A master aesthetician could transform the most meager of hosts into a warrior, and none would be the wiser. As time went on, however, and saboteurs became more proficient in taking on the work of creating personas themselves, more and more did aestheticians expand their skill sets and open their work to the greater majority of the four clans.

    These days, the term "artisan" is used more. These wolves are no longer restricted to jewelry and accessorizing: some might choose to hone their talents in song or dance, or other forms of entertainment, and they may even teach you for the right price. Some have taking to farming or creating little gardens to please the eye, a hard job in lands like the Redwoods. Other still have specialized in organization and a sort of feng shui, making your den a beautiful place to return to. Bring an artisan a kill, and they can create a fur lining for your den, a new fur-lined cloak, hollow the skull out for you to lap water and berry juice from, or even make fang necklaces for you and your slave to match after they bathe and clean it for you (you strange, strange creature). How an artisan is paid for their services comes down to the individual: some might request treasures for themselves, or information, or a free meal, for instance. Some might not request anything at all, but those are the rare ones - watch out especially for those.

User Image - Blocked by "Display Image" Settings. Click to show.
    Nobles might be the lowest rank of the Conquest Clan, but calling them that would be a disservice (and probably fighting words). Wolves accepted into this clan must be beautiful, cunning, and adaptable, but they must all start somewhere before that means anything. Nobles range the upper ranks for tutelage while honing their own talents in the hopes of being awarded a new title, and they will use whatever opportunity they can leverage for their benefit. In the meantime, their graceful existence is filled with the work of a freelancer, open to being picked by their fellows above to accompany them on missions or tasks. A noble who works to distinguish themself may even find themself in the middle of a silent bid war between two or more interested clansmen.


User Image

User Image - Blocked by "Display Image" Settings. Click to show.

Make no mistake, this is a war, one that has been fought for many generations and will be fought for generations more before we see its end: and every war requires soldiers willing to take to the field. The Heralds train such warriors as frenzied soldiers capable of taking hits and dishing them back twice as hard, the guardians of all clansmen and borders, and the wolves that use guerilla tactics when the day of battle arrives. They clad themselves in their battle trophies of past kills and can strike fear with a single cry. This is the clan most are turned to by a counselor when they become adults, with many believing that taking part in the culling is a righteous calling. (And they might not fit other clans, coincidentally.) War wolves are typically the strongest and the larger members of the pack, though that is not to say they are only brute force monsters: a creature that can balance both intellectual and physical power is something terrible to reckon with.

Most prefer to worship The Malice, believing that if all "life" is not True Life, then mercy is a waste of energy; what we call "life" itself is parasitic, and those that try to preserve it should be spat on. Some might still pray to The Mercy if they have sympathy for their ignorant victims, however, or for The Maker to take them into their embrace. A general religious fervor tends to run in this clan if only to have a spirit or ancestor to pray to before and after battle.

Dyes tend to run in bright colors and jagged lines, where even dire wolves attempt to mimic the warpaint of berserkers. Inspiring fear and appearing intimidating is the goal.

    Associated Positive Stereotype
    xxxnoble or valiant (sentinels especially), righteous (least likely to be considered for inciting blasphemy), strong, trustworthy, pragmatic
    Associated Negative Stereotypes
    xxxbullying, unintelligent or meathead mentality, "might makes right", cliqueish within their own clan, lapdogs to the other clans (especially vanguards)

User Image
    The Warlord is a wolf that has a certifiable background in military tactics, a sound mind to identify and decide which is appropriate, and a hardy body to execute them. Whatever specialization they may have had before must be sacrificed so that they become a master at all forms of combat. To fight is a religious act in the Heralds, and the Warlord is a pious monk. They understand that a healthy soldier requires more than training, however: each individual under the beta's command is their responsibility, and while they may delegate such roles to captains of their respective sector, a good Warlord knows their subordinates by name and rank if not also by their strengths, weaknesses, and history. A soldier's mental, physical, and emotional well being must be kept in top shape in order to be effective in the line of duty, and it is the Warlord that must understand how to best utilize each individual's talents to further the pack's goals, how to streamline and break down the ones who want to cause a ruckus, and to make sure the violent nature of their charges does not erupt into an internal dispute. Should something occur, the beta must dole out the appropriate punishment and set an example. To show weakness is to invite retaliation - or worse, lose their rank to someone stronger.

User Image
    All wolves must be capable fighters in the pack, regardless of rank. Ravagers, however, are truly beasts in battle: they have a higher pain threshold, can wreak more havoc, and generally can tank through even drawn-out combat with a hearty bloodlust; defense is sacrificed for a full-on onslaught. There is in a common rumor that ravagers indeed feast on blood more than meat, though there's nothing to substantiate it beyond the occasional fervid prankster. The strongest units in the War Clan, they are also prone to wear and tear faster than the rest due to their rigorous training and frequent jobs; many die young, either of their cumulative wounds or from defeating a difficult target. Of course, to die in battle is a glorious thing to this clan, so such an honorable end is welcomed.

    There is a complicated divide in the rank between those that have trained to become one and the beastblood slaves that are allowed to join due to a warlock's meddling, in the manner of nature versus nurture. Some might welcome the numbers and strength, but most look down upon these branded rats as stealing positions from their betters - one might get the wrong idea and think they can change things around here.

User Image - Blocked by "Display Image" Settings. Click to show.
    Sentinels garner a reputation of stoic statues, but to man the borders and protect those under their care can be heavy burdens. Much is asked of these wolves: they may be asked to bodyguard vulnerable targets over long distances, keep watch over a particular area for over 24 hours, or run circular patrols in unknown lands while guided by a pathfinder. Their sole purpose, however, is to guard what is assigned to them; their own life is forfeit if it means keeping it safe. As such, having stamina, loyalty, and patience are important requirements to be a good sentinel. It is the sentinels that must help the Overseer (Pestilence Beta) keep watch over the many slaves and prisoners, sentinels that must secure the borders/gates and check visitors familiar and unfamiliar, and sentinels that must be ready to work with even the most loathsome clansman in the name of security. They are the first line of defense should something attack The Heralds in their own lands.

User Image - Blocked by "Display Image" Settings. Click to show.
    To be part of the Vanguard is to be a wolf that is somewhat hard to describe, rank-wise. The easiest detail to pick out is that all vanguard have incredible speed and dexterity; some, legend say, never even left pawprints. Their main task in battle is to work in small groups and use guerilla tactics to strike at the enemy multiple times in quick bursts before fading away. This means a vanguard clansman must learn how to stealth and track, much like a pathfinder. And yet a vanguard clansman may also be called upon to make contact with an embedded saboteur, which requires being able to play a role or otherwise coordinate with the other wolf so that the exchange is either seen as natural (two old friends chatting up) or never seen at all. Or perhaps they are asked to help gather herbs for the Death clan, or round up a runaway slave. A vanguard wolf is someone that is a Jack of all trades and called upon for a variety of reasons outside of combat, but whoever they are, they must be quick as lightning. The saying goes, "If you want something done quickly, call the Vanguard. If you want it done right, do it yourself."

User Image - Blocked by "Display Image" Settings. Click to show.
    With several prestigious ranks above them, it's easy to call soldiers nothing better than meatshields: but remember, no Warlord ever came to the title without first proving themselves as a soldier, and the bulk of the War Clan is made up of rank and file. Soldiers are the basic infantry of the Heralds and the initial rank all wolves of the clan take. Should they prove themselves worthy, they may then pass on to a higher specialization (ravager, sentinel, or vanguard), but there is no true stigma against staying in this rank. (Though others may beg to differ.) There is always a need for soldiers in this pack, and so whomever comes to the War Clan is welcomed if they have a sound body and a willing spirit - or at the very least, they aren't as exacting in their requirements as other clans.


User Image

User Image - Blocked by "Display Image" Settings. Click to show.

Equally a misnomer and an ironic title, the Death Clan comprises of wolves whose abilities lie with the body: its health, its manipulation, its mortality, its strengths and weaknesses, and the pressing issue of evolution and the future. On one side, you have wolves mending the wounded and easing the sick; on the other, you have wolves whose work usually ends up harming the patient (read: slave) along with giving them a boon; and in the middle are the wolves whose divine purpose is to guide each clansman along their path between these two points. Birth, death, and the existence that stretches between: the complex nature of the wolves in this clan is not lost on them. Each individual will have a different opinion about the others, whether it's ignorance due to their necessary hard lines of separation, superiority about their own field of medicine or care, sympathy for their patients, or a callous desire to use others to expand their own knowledge; next to the Conquest Clan, the Death Clan is perhaps the group of most varied (and perhaps quirky) members when it comes to personality, work, and outlook. They're just as likely to help one another as they are to throw them under the bus to get ahead - especially concerning warlock numbers.

Faith among the Death clan tends to lean more towards occasional prayer or meditation towards The Mercy and The Maker especially; there's a general clinical sense of focusing more on the job than on the faith. The exceptions are counselors who are always priestly and aware of spiritual needs. Rarely do you hear a Death clansman curse by The Malice except under their breath as they work. There's a superstition in the clan that invoking The Malice too much invites trouble. Some might also choose to acknowledge The Maligned due to their close proximity work with Pestilence, though it's looked down upon in public.

Dyes run in cooler colors typically, leaning towards sigil-like or bone-like themes. Members may choose to coordinate dye with one another in order to appear as a gathered front or show loyalty, or take design inspiration from a close friend or mentor.

    Associated Positive Stereotypes
    xxxknowledgeable (in respective field or niche study), compassionate (healers especially), industrious, rational, (over)prepared
    Associated Negative Stereotypes
    xxxelitist, argumentative (in and outside of clan), cowardly in battle, know-it-all, dogmatic about their methods

User Image - Blocked by "Display Image" Settings. Click to show.
    The Sage is the wolf who must keep a precarious balance between the delicate work this clan must do. They must be knowledgeable in herbal remedies and must make sure healers have their necessary resources and practice cleanly habits. The Sage also keeps an eye on the ever-ongoing work of warlocks and their experiments, which must always be in the name of progress and not spiral into pure sadism or amateur body mutilation. And at the same time, the Sage must also keep apprised of the acolytes coming to counselors and whether their judgements have been producing future role models of those ranks they appoint them to. If the Spymaster must caretake information outside of the pack, the Sage is the one caretaking many aspects of the inner workings of the pack in this manner. This wolf must always take care of the pack's health as well when shifting between healers and warlocks, as in the past plagues had been accidentally unleashed due to careless errors in the Death Clan. While the Sage need not be wise, the position absolutely calls for intelligence and the ability to multi-task between widely different disciplines.

User Image - Blocked by "Display Image" Settings. Click to show.
    Healers are perhaps the least complicated rank to understand in the entirety of the Heralds. They mend, they assess, and they carefully maintain the health of all members of the clans, including Pestilence. It takes a village when it comes to the healers of this pack: many are used to working in groups and rotations due to the apprenticeship process in Death, and so a camaraderie is often established between the different members. The sharing of knowledge between them is a sign of mutual respect for one another. This isn't quite the case outside of the healers, though, as alongside the friendly communication can also be an air of judgement towards the "less intelligent."

User Image - Blocked by "Display Image" Settings. Click to show.
    The tails to a healer's heads, warlocks are wolves who believe that evolution is a process that can be controlled and manipulated - and they've been successful. The brain is not such a mystery to them, and through careful study and practice have come to understand that applying particular methods to a young wolf can create weapons of war: deep brainwashing, memory altering, even tricking the body into growing muscle tissue is within a warlock's grasp - but not without a price. Rare is the patient that is taken on and changed without losing something in return, or worse. As such, almost all patients they are allowed to use are slaves in order to not risk a clansman's life unless a warlock has proven themself highly skilled, and even then there is always an element of risk. Certain warlocks are also in charge of the re-education process should a Clansman falter.

    Due to this atmosphere of dark knowledge, warlocks rarely work in more than pairs, if at that. Many prefer to keep what they learn to themselves beyond being taught the basics: after all, discovering a new mutation or technique would award them praise and recognition in the pack, something the rank craves due to its unsavory and often unethical nature. Past warlocks have been led down strange paths in their thirst for knowledge, and so most in the Heralds view them as shady at best. Their skills in providing new ways of delivering the world unto its end, however, are undeniable.

User Image - Blocked by "Display Image" Settings. Click to show.
    Do not mistake the gentle word: a counselor is one with a heavy responsibility beyond mere advisement in this pack. Counselors are those whom are deemed both faithful and discerning, able to read a wolf's tics and determine their sources, able to recite doctrine and live as an exemplar for those that struggle, and able to see the future an acolyte must pursue to serve the Heralds. They are priests and psychiatrists and judges alike, for it is to them that new acolytes and what scant youth is allowed in the pack go to receive their higher calling. Counselors must be wise enough to know what clan best suits the talents of the creature before him and strong enough of will to understand that if they falter, it falls to them and a warlock to re-educate their visitor (whether it be the shoring up of their weakening beliefs or, in rare cases, complete carte blanche their minds to prepare them for a new rank or to free them from a madness).

    Re-education can be painful for these wolves if they have tender hearts, and a close-minded counselor is a faulty one (outside of the doctrine reinforcement, of course). It is a hard rank to fulfill in every capacity--to console, council, and caretake--and many have passed on to join as healers or soldiers instead; after all, one wrong call could endanger a clansman's life, and thus the counselor's for allowing them to act in the first place. All ex-counselors have their minds wiped of the re-education process should they leave, however, in an ironically similar procedure. It is a closely guarded secret known only to the Sage, counselors, the selected warlocks, and the Commander.

User Image - Blocked by "Display Image" Settings. Click to show.
    Aides are those wolves who have begun to show budding talent in the arts of mind and body. Much like in Conquest, these apprentices share shifts with the three ranks above them, learning about and shadowing each before deciding what best suits their abilities and nature. It's particularly hard to get a paw in the door in the Death clan, however, due to the often insulated nature of their ranks: and while healers welcome their own after graduation, warlocks may very well spit upon new competition, and new counselors still have a long way to go to be able to function as well as their peers. Persistence and patience are key to being truly accepted among the wolves of life and death.


User Image

User Image - Blocked by "Display Image" Settings. Click to show.
[ as a reminder: no PC will ever be godmodded into this position; slavehood must be agreed upon by the owner in all cases ]

The lowest caste of the four and the most diverse in species, the Pestilence Clan are comprised almost entirely of wolves and familiars that are slaves to the rest. They are, to quote doctrine, "a necessary evil", not just because of their treatment but because they are often the tools required to enact the Heralds' goals, minor and major alike. Tasks considered beneath a clansmen are given to a slave: cleaning dens, foraging for healers and warlocks, testing a new tactic on, and so forth, always accompanied by a sentinel or their assigned keeper. A slave is a slave and not a dead animal because it gives something of worth to whomever owns them, be it the clan itself or an individual wolf: should they lose that worth, they will be as easily tossed aside and killed as a mercy. Mind you, some slaves understand that "worth" can mean a great many things, and the desperate quickly learn to keep their standards low if they mean to survive.

There is a precedent for a slave to shrug off its shackles and become a member of society, but it takes a lot of effort and time on the slave's part to be put forward to the Consulate for consideration by the Overseer. And that's assuming their beta and the alpha are the kind to even listen.

Pestilence runs the spectrum between grudging believer and nihilism to devotion in the face of adversity. Unique to them, however, is a fourth aspect of The Maker called The Maligned: it must a twisted and monstrous thing that makes God leave you to die in a rotting world, no? The four clans accept this figure into their religion politely, as four is their favored number, but most pretend it doesn't exist. Others believe giving any prayer to The Maligned is an ill omen in the way calling any devilish being can be. For slaves, however, many don't have anything to lose anyway and use The Maligned as a means of nurturing hatred of their circumstances. If even gods can be disgusting, terrible things, then perhaps they are not so different from slaves.

Dyes have no unifying theme in Pestilence aside from their individual personal symbolism. For instance, wings on one might be their sign of freedom, while wings on another may remind them that they are fallen.

    Associated Positive Stereotypes
    xxxuseful tools, unique abilities of familiars (ie. thumbs, flight), trained for obedience
    Associated Negative Stereotypes
    xxx everything else

User Image - Blocked by "Display Image" Settings. Click to show.
    The Overseer is a taskmaster, prison authority, and even slave advocate if they feel so inclined. (Most don't.) Their duty is to make sure the unwashed masses are capable of work, don't escape, don't breed like rabbits, and don't kill each other or themselves trying any of the above. To be the Overseer is to have an often thankless job. The other three clans need their slaves, but so many don't want to actually take care of them when they're not in use. Prisoners are gleefully tortured and interrogated under your watch, but your attempts to keep them alive until ordered otherwise by the Commander can be met with scorn from the outside. And the sentinels and vanguard you do employ as security are not fully in your control, while the ones that are tend to see it as a punishment. In fact, this beta will often have to borrow from the other clans to fulfill his obligations.

    Unlike the other clans, the Overseer is chosen from among the other three clans; there has been at most two Overseers in the past that had ever started as slaves, to the Heralds' chagrin. In this pack, being appointed as the Overseer can almost feel like being forced into a desk job at a police office. It's a dirty job, but someone's got to do it.

User Image - Blocked by "Display Image" Settings. Click to show.
    A steward is one willing to give their time and energy towards helping the Overseer; unlike many other ranks, there is no pre-requisite beyond that. One might become one as their own prerogative; one might also be punished and serve as a steward for a set amount of time. Whatever the case, it is a steward's job to check each slave and make sure nothing untoward has happened, and to report or address the problem if there has. Stewards are also general helpers for the other clans. They approximate volunteers at a shelter, tending to whatever is asked of them from day to day. Much like the Overseer, it can be a difficult job to have socially speaking, but the Heralds rely on the slaves more than they care to admit. Slaves can even become stewards themselves if they've had model behavior.

User Image - Blocked by "Display Image" Settings. Click to show.
    One of the more notable Pestilence clansmen are the Reborn. These are what few slaves that as pups successfully underwent a procedure by warlocks and came out mostly on top. They are the pride of any warlock and stand as proof that the material is not out of the Heralds' control. They currently come in two flavors:

    Plaguebloods are those whom have developed a strange resilience to a particular strand of disease but have not been fully cured of it: this can range from open sores to a constant fever or more. They are living biological weapons used to infect enemies on the battlefield and in secret. They must always wear a plague mask when not on duty or risk destruction by their own creators for endangering their home. Their life expectancy isn't great, as even a loyal tool will grow old and succumb to their own weapon one day.

    Beastbloods are those slave whom have developed unnaturally powerful builds - unnaturally in the sense that it was manufactured rather than through training. They share much in common with War's ravagers and share the companies when fighting, though that does not mean they are accepted. Unlike ravagers, however, beastbloods tend to be more unstable and can fall into a blind rage that threatens allies as well as enemies.

User Image - Blocked by "Display Image" Settings. Click to show.
    The bulk of Pestilence comprise of slaves, those creatures deemed worthy enough to join the cause but not its upper hierarchy, whose foreheads are branded rather than their paws to mark their rank. There are many ways a slave can come to be: they might have been pupnapped or simply subdued and brought back as an adult, they might have been part of a different clan but made a serious mistake and been demoted (temporarily or permanently), or their parents might have been slaves themselves. Whatever their past, their present and future are all the same across the board: they live to serve the other clans. How that manifests is different depending on the species and their skill sets.

    The term "slave" doesn't always mean their lives are horrible. After all, they have stewards, sentinels, and the Overseer watching over them, as well as whatever other pitying soul may decide to visit. But theirs is the closest to an "omega" rank in the Heralds, and they will always be reminded of it. To outright kill someone in their doctrine is to ascend to the Maker as a messenger or angel: therefore, to be forced to live as a lowly creature on a dying world is a hellish existence. And of course, there will always be those clansmen who take advantage of their differences in class. Still, there is always work to be done, and there are things a raccoon's paws and a bird's wings can do that a wolf's can't.

    A slave hopes for one of two things to happen (as having both is too optimistic):

    One, they were chosen in their youth to participate in experimentation and became Reborn. Those that become plagueblood can't hope for the second option due to health concerns, but some beastblood may be allowed into private service depending on the needs of the army.

    Two, they hope to be chosen as a favored slave by another clansman, who has decided to adopt them away from the nest of Pestilence to take as their own personal servant. The process is a lot like adopting a pet, if the pet was also government property and had to be documented for specific purpose/use. The Heralds' absolute utilitarianism means that the adoption must be for a reason: for beauty (read: pretty pet), as a guard dog, there must be something fueling the decision to release a slave into another's control. The rules for Pestilence repossessing one are murky but essentially boil down to pointless mistreatment, wartime needs, and owner death leading to the forcible return of their property to the clan.

medigel

Anxious Spirit


medigel

Anxious Spirit

PostPosted: Fri Nov 08, 2019 1:30 pm


User Image - Blocked by "Display Image" Settings. Click to show.

Unlike clan ranks, secondary ranks -- colloquially just "secondary", as in "I know you're an artisan, but what's your secondary?" -- are open to pick up by most anyone and encouraged to cultivate alongside their clan rank. Some are a specialization within an aforementioned clan rank, while others broaden your skill set. This creates a more diverse profile for you, OOCly, while ICly this makes a player character able to toy with other things in their spare time for roleplay purposes.

These are optional, and for now only one secondary rank should be taken.

Note that certain secondaries are restricted by species or clan rank, which will be denoted. Any that allow slaves to join will always be watched over by a sentinel/their master as is appropriate. Betas are allowed a secondary if it carries over from their previous position.

User Image - Blocked by "Display Image" Settings. Click to show.
( available to: birds, raccoons, non-healers )
    To some, the perfect weapon isn't just one that injures the body but also injures the soul. Bombadiers are those that collect the skulls of the fallen and concoct foul things to put inside (poisons, viscera, stool, etc.), sealing it with natural wax and binding it together with leaves and leathers. They are then painted with the gruesome faces of the dead or other terrifying images and decorated with fur or whatever else might be available to the bombadier, ready to be loosed at an enemy. Nothing quite beats the high of seeing an enemy combatant lose their nerve when the silent, screaming face of their friends come crashing down upon them with spirits know only what. Birds are favored for this as an aerial fly-by can quickly cause disarray, while raccoons have the means to aim and launch these makeshift bombs.

User Image - Blocked by "Display Image" Settings. Click to show.
( available to: all non-beta positions, slaves in rare cases )
    The assassin secondary isn't one spoken about, but it's an open secret. General thinking believes it's a saboteur-only secondary, but in truth any clansman could be one. They may be called upon to strike at a target both inside (members who cannot be suffered to live) and outside of the clan, and they do so with such precision and quickness that they leave nothing but a shadow behind. Rarely are they given any information other than what's necessary for the kill (location, threats to note, a name) to avoid emotional complications in the future. Assassins are a sacred position to take on, but it's a life full of waiting, hence it's secondary nature.

    Assassin masquerade as something else until called upon through Undercant, their cryptolanguage of sigils and slanted speech. To speak in Undercant, simply [ type dialogue like this ].

    Note that while the Spymaster is their boss, there are assassins known only to the Commander as a safety measure. These are the cream of the crop, the executioners. Little else is known about them other than their elite status, to the point that it's become an urban legend.

User Image - Blocked by "Display Image" Settings. Click to show.
( available to: healers, War Clan, slaves that are not Reborn )
    Field medics are the operatives trained to work swiftly in the heat of battle to suture wounds and perform quick and dirty surgery before sending someone back out. These clansmen must be able to steel their nerves and stay concentrated while battle erupts around them. Other field medics might be useful in the transportation of the incapacitated back home, alerting or coordinating separate injured groups to the nearest triage, or in bringing resources in and out.

User Image - Blocked by "Display Image" Settings. Click to show.
( available to: any non-slave )
    Some wolves have a special connection with a certain animal - tamers are those that manifest it to their benefit. Masters of these creatures, they're followed by their pets with a twisted adoration and can command them like well-trained dogs to do as they wish. A tamer's darling is considered a slave to the pack but gains no official clan rank nor secondary. It's wholly the tamer's responsibility to manage its upkeep; should it go feral or become too disobedient, it will be slain without warning to feed the clans.

    A tamer can have up to 3 small animals (small birds, hares, rats, etc.) OR 2 medium animals (foxes, raccoons, snakes, vultures, etc.) OR 1 large pet (deer/elk, bear, mountain lion, etc.) to call their own. These do not have to be shop familiars with art but are welcome to be.

User Image - Blocked by "Display Image" Settings. Click to show.
( available to: counselors only )
    Some counselors excel better in their history lessons than anything else. These wolves become lorekeepers instead, protector of the Heralds' oral history. Their advice remains important as ever, but their perspective differs from other counselors because they can compare events of the past and present to better understand where the pack is going in the future. They are a wellspring of stories, legends, and historical accounts as well as religious scripture, and don't participate in the re-education process.

User Image - Blocked by "Display Image" Settings. Click to show.
( available to: any non-slave, any non-beta; at least 3 IC years old )
    Teaching the next generation is incredibly important to ensure the talents of a rank continue to blossom. Mentors are individuals who have been stellar examples of their status and whom teach acolytes and younglings the basics of clan life, work schedule, and the minutiae of their clan rank. Mentors are also those that wolves newly adopted into a clan lean into to get their bearings before they start their journey into rising up alongside their peers. To have a mentor secondary is almost like receiving a tenure and is a sign of respect. This is the closest rank to Elders that the Heralds get next to counselors.

User Image - Blocked by "Display Image" Settings. Click to show.
( available to: anyone; a common subtype for pathfinders, saboteurs, and sentinels )
    Investigators are the eyes, ears, nose, wings, and other appendages of the pack when it comes to the lost. Not the heathen lost - no, those are cases unto themselves - but should a clansman disappear under mysterious circumstances, or should an event need to be reported on, or should a specific creature need tracking within the clan, an investigator is sure to be part of the forming party. These individuals are used to working alone and are able to make brief trips beyond the pack borders for their mission. Investigators also double as interrogators and torturers of prisoners when the need arises. They're trained to have their senses sharper than most, both a bane and a boon in their every day lives.

User Image - Blocked by "Display Image" Settings. Click to show.
( available to: pathfinders only )
    A specialty among pathfinders, trappers are those whose expertise lies in deception and using the landscape against an unwitting foe. A trap can be anything from simple pit falls to complicated vine pulleys swinging spiked logs after being triggered: only the imagination and the immediate surroundings and resources are your limitation. Trappers can also catch food this way, though some might view this as the "lazy" route for a natural hunter. A trapper has a sixth sense when it comes to others' traps and ambushes as well and make for great sherpas into enemy territory.

User Image - Blocked by "Display Image" Settings. Click to show.
( available to: anyone )
    Death is a gift, and there are many ways to package it. A poisonmonger chooses to dabble with dangerous flora and fauna to create oils, elixirs, and other concoctions that will drain one's life out. From mild stomachaches to violent internal bleeding, these clansmen can create nightmares when wielded properly - one small cut, however, and they might find themselves on the wrong end of their creation. Poinsonmongers commonly work with others due to the many uses of their products, but get on one's bad side and be prepared to watch what you eat for a long time.

    Poisonmongers that are slaves can expect to have their finished products immediately taken from them after a small compensation. Only a fool would leave the branded with time, curiosity, and a means to sate it.

User Image - Blocked by "Display Image" Settings. Click to show.
( available to: anyone; a common subtype for artisans )
    Entertainers cover a variety of different recreational vocations involving music and dance. Some might choose to become chanters, singing the Heralds' good will to clansmen and outsiders alike; they make for good recruiters as well when allowed to go on pilgrimage, though they are not restricted to religious material for song. Dancers, especially for formal occasions, are usually accompanied with the sound of bells (something many clansmen associate with a call to prayer as well); for slaves, however, they might sound too much like the chains they wear. These dancers often carry sticks whose ends are burnt into a particular herb (sage is popular) to add a third sense to their acts. Every clan adds a special something, from the haunting chorus of Death to the lively to and fro of War's beating paws, from the humorous parodies of Conquest to the call and response work songs of Pestilence.

User Image - Blocked by "Display Image" Settings. Click to show.
( available to: anyone/non-Plagueblood slave; a common subtype for artisans )
    Smiths act as the menders and creators of the pack that specialize in a particular area: cloth, leather, metal, and jewels tend to be most asked after. These clansmen make accessories, whip up armor and help tend to it after it sees battle, and are generally good with their paws. Dye applying is also a skill most pick up as a supplement.
PostPosted: Fri Nov 08, 2019 1:33 pm


other mechanics? oh s**t you can BATTLE y'all, with hp and dice rolls and everything

it really is dnd up in this b***h

(v important for war ppl if u wanna go up in rank)

import for all to improve stats

medigel

Anxious Spirit


medigel

Anxious Spirit

PostPosted: Fri Nov 08, 2019 10:49 pm


here be the actual list of believers

redemption is somewhere there someday
PostPosted: Sun Nov 10, 2019 9:23 pm


User Image - Blocked by "Display Image" Settings. Click to show.

so, you wanna be part of the end

medigel

Anxious Spirit

Reply
[OOC] Pack & Plot Recruitment

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum