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Posted: Tue Jun 11, 2019 7:36 pm
"The crow does not hide its prey, but calls for others to share it; so wealth will be with those of a like disposition."
Welcome to The Crows, where one should always look where they're going. In the dead of night a single crow warns of your arrival -- step carefully. Owned by Nymphiea
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Posted: Tue Jun 11, 2019 9:05 pm

You may not murder family. The pack considers every member of The Crows family. While fighting is generally ignored, murder is another case. The ban is lifted should a family-member betray the pack, but that is the only exception. Do not accept jobs from outsiders for free. Everything is a transaction when it comes to outsiders. While what the fee may be is up to the one enacting the job, the pack does not believe in offering their skills to outsiders without a fee. No outsider will be led past the watch points without the Alpha or Beta. All outsiders will be directed to the watch points. It doesn't matter if they are related to a pack wolf, seeking a job to be fulfilled, or even a child. Wolves will stay there until the Beta or Alpha arrives. Allowing a wolf past these points willing is considered a betrayal and will end in, at least, being banished. Do not touch what is not yours within the pack. While there are hoards where wolves can freely take as they want, personal items are not to be removed from their owner without consent. Family does not steal from one another. They steal from the outsiders. Birds are our friends. Do not harm one. While it is typically crows they care for, any bird is protected under their land. Birds help them scout and bonded ones will assist the wolves in their jobs. They are to be cared for. Alpha's word is law. Beta enforces their law. Disobeying the Alpha is grounds for banishment. The Beta does not create new rules, they simple enforces the words of their Alpha. As a result, Beta's should be listened to up to a point. If a wolf discovers the Beta is going against the Alpha, it is their responsibility to tell the pack and Alpha. Take any pup you have with an outsider. The pack encourages breeding with outsiders so they can create more loyal members of the pack. Unfortunately for the outsider, the pack supports having puppies and running. Mating is taken seriously inside the pack. Outsiders do not matter. It is the pack members responsibility to at least try and grab every pup that occurred via breeding and bring them home. Prisoners are not to be released with the Alpha's permission. Prisoners are to stay where they've been ordered to remain. Only the Alpha has permission to release them. Do not bring home meat you did not kill. They're incredibly suspicious after their extinction event. Any prey you bring back should have died by your own claw and fang.
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Posted: Tue Jun 11, 2019 9:08 pm
Original map by Pandorus Sphinx The Crows live right on the edge of Redwood, where not many outsiders travel. While they wanted to settle deeper in Redwood, the lack of life was detrimental to pack health, so they settled for the edge right next to a river. This allows them to have access to wildlife, water, shelter, and a location many outsiders willing avoid. The dot scene is actually where the first watch point is; the pack has settled within the trees near the river.
Outsiders will be welcomed by the guards of the pack. It is possible to get past them and into Redwood, of course, but anywhere near their pack and they'll intervene.

Watch Points: There are four watch points. One against the river, and three more on the edge of pack territory in each direction. These watch points have several wolves patrolling the edge of the pack and ensuring no outsiders come inside. Boned birds are also placed here and scattered throughout pack lands to alert the wolves of anyone approaching or has slipped by. Pack Heart: The center of the pack and where most dens and communal activities are. The pack eats, sleeps, celebrates, and mourns here. Wolves have dug into the earth dens to settle in. It is not uncommon for wolves to share dens. Mated pairs/families are permitted to spread throughout the pack and find a den anywhere The Crows owns, but they still meet with the pack every day. There is a large boulder right in the center where the Alpha will stand to speak to the pack. Sick Dens: Those who are ill are immediately sequestered. The sick dens are a good distance from the heart of the pack, made out of fallen trees and various cloths found through jobs. The sick are not permitted to leave these dens until healthy. Birthing Dens: In the exact opposite direction of the sick dens are the birthing dens. They are fairly close to the heart of the pack. She-wolves giving birth will crawl into these dug out dens and remain until their pups eyes can open. Hoards: There are no set locations for hoards. Anything can be a hoard -- the inside of a tree, a hole in the ground, under a rock, etc. The pack works together to hide their prized possessions. Members of the pack know exactly where these hoards are. Hoards hold treasure they all can share or lay claim to. The only hoards restricted are medicinal and food hoards, as they are rationed for the health of the pack. Prisons and Prisoner Dens: The pack does capture wolves. This is discussed further in another post, but those they capture have two locations. Prisoners who have yet to be assigned are kept in various underground dens and guarded heavily. Prisoners who have assignments and work for the pack have dens near the heart that are still protected but allow for individual living.
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Posted: Tue Jun 11, 2019 9:10 pm
The Crows, settled neatly into Redwood, is a fairly old pack, although most of their members are rather young in age. Rougher on the edges, members of the pack are known for being transactional and ruthless. They do not care for outsiders, nor do they respect them. If you're not a member of The Crows then, frankly, you don't matter. You're a means to an end -- whatever that end may be for that individual. Typically, it's for something shiny. The pack loves treasure and hoards it like some sort of feathered dragon. However, not all members want a pretty necklace; the pack does not control what a member views as valuable and could care less how they get what they want as long as they're loyal and follow the rules.
Pack members are, in fact, talented. Almost everyone has a valuable skill, and if they don't they're viewed as lesser to the pack. These skills range from harmless to down right vicious. You may meet a Crow who can skillfully weave plants, and another who is a hired assassin. The pack welcomes those who wish to get what they want via trade, regardless of what that may be. Most wolves are up for hire, although all have different payment they wish for and will return to The Crows upon completing the job. The pack values their skills so much that they've outlawed accepting a job for free. They refuse to let their members sell themselves short.
Almost every personality is welcomed as long as they view their pack as family and share their view on shunning outsiders. Many wolves who feel as if they don't belong in the world and wish to find a family will find The Crows as their answer. The best part? You can be a bloodthirsty monster and still be accepted as long as you hold the pack above others. The Crows are very familial and share almost everything. They also are vengeful. If a wolf falls due to an outsider or a pack hurts one of their own they are not afraid to start a war. As long as you leave this pack and their members alone you will be fine.
The pack loves to celebrate new births and arrivals. In fact, contrary to outside belief, they're very affectionate towards one another. Some may reserve their smiles, but the pack celebrates one another regardless of temperament. After all, they're a family. They only have each other. They welcome new wolves with suspicion, although it's expected after their history (which can be read further down). Those eager to join them will have to go through a trial and will be eyeballed for a month or so before the pack relaxes.
They also will take prisoners. A pack messes with them? They'll attack their camp and kidnap a few wolves. Don't pay? Trespass? Steal from them? Imprisoned. Prisoners are often put to work fixing up the land and helping those with roles. Sometimes, a prisoner is too risky to let loose and they'll be stuck in the prisoner den for good. Prisoners who behave can even slowly be given rights equal to the pack members, and in rare cases become a pack member. There is an entire process behind imprisonment, which is later explained in this post.
Crows are highly adored by the pack. This is partly due to how they became a pack as a whole and also their own similarities to crows themselves. As a result, many members will have a bonded crow. Lesser birds are also welcomed and protected, although they'll always favor crows. The pack land has welcomed them to the point the birds have noticed their respect and flock to their pack lands. They'll cry out if someone slips past the watch point, and bonded crows are often used to help steal and fight. Many bonded crows have taken a trespassers eyes, as a warning.
They are semi-nocturnal. While they are awake during the daytime, they travel exclusively at night and often perform most jobs when the sun is down. Attacks from the pack come at night, too. It is much easier to hide in the shadows.
 The Crows value treasure. Every individual views treasure as differently than the other. Some just want shiny trinkets. Others want stories. Another popular payment is information. Treasure is the reward for a job well done, or taken forcibly. The Crows are not above taking what they want, but they prefer being hired. Not due to morality -- no, due to safety. They rather not risk the lives of their beloved pack, although if something is valuable enough they just might go for it.
If you want anything from the pack, you will need to pay them. An individual hire is easiest. Need someone murdered or a pretty flower necklace? Easy enough. If you need something larger, like several wolves to protect you overnight or the pack to attack a location the price will be far steeper. Often, those kind of tasks have the harshest payments and needs to benefit the pack as a whole, as you're involving the entire pack. One of them may even be the donation of one of your next breeding pups. Don't worry -- they'll be treated with adoration and love. You just won't get to see them again.
Payment is always told upfront and expected after a job is done. Fail to pay, though, and there's going to be some problems...
 Outsiders are those who do not belong to the pack. This does include those blood-related to members but not within the pack. The Crows aren't cruel. They understand attachment to those you grew up with. They will not ask you to forget them entirely, but they do expect you to uphold the rules. Outsiders are not allowed past watch points without the Alpha or Beta's permission. In the eyes of the pack, they do not matter. They are to be treated as strangers, regardless of who they may be. Outsiders are kept at an arms length and only truly welcomed on their lands for four reasons; they wish to hire a Crow, they're pregnant with a Crow child, they were recruited, or they wish to join the pack.
Outsiders who stumble upon their territory are stopped at watch points. If they need food or shelter they must pay. That payment can be joining the pack, although they need to make that decision prior to being escorted in and must genuinely mean it. The only exceptions to this are wolves found almost dead, children, and pregnant she-wolves. In the case of pregnancy, if they're traveling with a mate the mate can not come into the lands without Alpha and Beta permission. Normally, they will have to pay, too. The Crows are dead serious about protecting their pack. Wolves found almost dead are heavily guarded to prevent them attacking should they successfully heal, and are blindfolded upon being released. Children are kept and raised.
Outsiders who wish to hire a wolf must come to the watch point and say directly what they're looking to hire for. If the job is doable, the Alpha or Beta will arrive with wolves who can do the job and a transaction will be made. Outsiders seeking to hire will not be permitted onto the pack lands.
Outsiders who wish to join are met with caution. They'll be expected to go through a trial of silence and then allowed to plea their case. If they can successfully remain silent despite multiple distractions they will be presented to the Alpha and must state why they'd be a good fit and what talents they may have. If they lack any they'll be expected to state what talent they'd like to learn, or how they'd benefit the pack in another way. It is then up to the Alpha to decide what happens after. Children wishing to join, however, are exempt from the trial process and immediately adopted. The pack is weak to children.
Outsiders who were recruited are incredibly rare. Sometimes, a wolf will be found with the perfect qualities for the pack. Only the Alpha, Beta, and Recruiters may select a wolf for recruitment.
Members from The Sand Raiders pack are allowed access into The Crows territories without concern. Due to the very mutual alliance between the packs, Sand Raiders are welcomed with open arms and often a feast.
 New members are under a brief trial. The pack is, as mentioned before, cautious. They will be watched the entire month they join the pack. Their assignments will be within the pack and they will not be allowed to leave pack lands for six months (or less based on behavior/if the Alpha trusts you earlier). Once it is determined they truly below in The Crows, they'll be allowed to take jobs outside of the pack and travel past the pack borders (with Alpha permission).
Recruited new members may have a quicker process, as they were selected for a reason.
 Once fully accepted into the pack a wolf is permitted to travel for various reasons. They are expected to return home within a few months and will be sought after if they go missing. Not returning home is viewed as a betrayal and wolves will be punished accordingly. The pack does not believe in leaving. They are family -- you can't just abandon family.
Due to that sentiment, they also understand some wolves came from different backgrounds. While they would like to pick and select who is family and who isn't, the pack reluctantly understands some wolves cannot forget their birth family. They do not ask you to, either. You may visit outsiders, but you should limit these visits to once a year. The pack needs you. Outsiders don't. Exceptions are if someone is sick or a someone has died. You still are expected home within the month.
Wolves, however, are eagerly allowed to travel if it is for a job. Wolves will give the Alpha a time-frame for how long a job will take and if they fail to return within that time they will be searched for. If it is discovered harm has come to them... well, those who harmed said wolf should best be prepared.
Recruiters also are allowed to leave whenever they wish, as their job is to seek wolves perfect for the pack.
 The Crows are mostly monogamous once they settle down. Wolves can breed with one another as they wish and without regulation, and they could care less about same-sex pairings. However, once a wolf declares another their life partner, it is pretty frowned upon for a wolf to breed outside their pairing. Exceptions are made for same-sex pairings looking to add puppies to their family. Really, the pack won't intervene, but disappointment will be abound if someone disrespects their lifemating ceremony.
If you are not life paired, it really doesn't matter who you end up sharing a den with. That includes outsiders, although romantic feelings for an outsider is greatly frowned upon. Sure, having puppies with a random stranger and swiping the puppies in the night is acceptable to them, but falling in-love with someone not their own? The disgrace! Even if the outsider joins the pack later it'll be the gossip of the pack.
Continuously involving yourself with an outsider, however, calls for intervention. They don't mind brief one night stands, or even week long ones, but there comes a point when the Alpha has to get involved. Wolves who continuously meet up with an outsider who has no relation to their job and might be due to growing romantic feelings will be approached. They'll have two options; bring the outsider into the pack (and most likely be the hot gossip for years), or abandon the outsider. If a wolf chooses neither option they are subject to punishment, or worse, banishment. Sometimes, that punishment might not even be done physically to the Crow. The outsider they keep meeting with will likely be the one harmed to teach the Crow a lesson.
There is an exception to this rule -- due to how close the Sand Raiders and Crows are, they do allow wolves to mate with one another. It'll be long distance, and expected puppies are split between the packs, but they'll get chances to see each other (as there are many visits between the packs) and they'll be treated as if the wolves chose a mate within their own pack. It is not generally a concern.
Lastly, you can break a lifemating. Wolves who undertake the lifemating ceremony are considered lifemates. However, sometimes things don't work out. It is respectable to break a lifemating over choosing to disrespect it by breeding outside that pairing. Once the breaking of the lifemating ceremony is over, the wolves are free to do as they please without gossip or jeers.
Wolves who successfully have children together but are not life paired are not expected to stick together. However, she-wolves within the pack are protected by the wolf she bred with during pregnancy (if he too is a pack member). It is seen as his responsibility to ensure the lives he helped create come into the world safely before he wanders off. A she-wolf who bred with an outsider will, instead, be cared for by the pack and she is not expected to reveal who the outsider was.
 Children are a weak spot of the pack. It's not sure where they became vulnerable to children, but they are. Homeless children are immediately swiped up and adopted by the pack as their own. They do not believe in harming a puppy, no matter if they broke a rule or not. They also are heavily guarded, although not coddled. Punishments still exist for naughty puppies, they just typically are added restrictions. Puppies cannot be banished. When they become adults, however, they switch to being ruled under the normal pack laws.
Children born into the pack are often raised to learn the skills of their parents. If a child seems naturally adept at something else, though, they'll be taken aside to hone that skill instead. Seer children are immediately taken from their parents and raised by the nearby Seers.
Children adopted into the pack are nurtured much like their own born-in puppies. They'll be assigned to a Caretaker, who is charged to find their natural skill. The Caretaker will most likely be seen as their parent, however that is not always the case. Sometimes a puppy will bond with someone else. Typically, it is up to the puppy to decide who their parent within the pack will be.
Almost all puppies are viewed just as desirable as the other, however Seer puppies and those born from the Alpha have higher status. Seer puppies are expected to grow into their powers and be of great use to the pack, so they're trained separately and frankly doted on by the entire pack. Alpha puppies are also doted on, although it is more to do with trying to get in-favor of the family itself.
 There are two types of names within the pack; given name and earned name. Most wolves only have a given name, and they can be of any nature. It is preferred wolves have names themed around crowds, feathers, nighttime, and birds, but really it doesn't matter. Given names are the name you received when born. A wolf may change their given name upon joining the pack, but it is still seen as given to them.
Earned names, however, are rare and desirable. Sometimes, a wolf will benefit the pack in such a way they deserve reorganization in both life and history. They will be bestowed an earned name. Unlike most pack members, the Alpha does not provide the name. It is the Head Seer who does, as it is believed in the pack that Seers have the closest ties to time and history and thus should be in-charge of an earned name. Earned names will reflect the deed or event that resulted in them acquiring their name.
When on the roster, a wolf will have their given name and then their earned name beside it. For example: Big Bad "The Omen". When speaking in RP, a wolf will introduce or mention a wolf in a similar way. An example is: "That over there is Big Bad, the Omen."
A wolf can only have one earned name, although it can evolve and adapt if the wolf continues to influence the pack.
Note: Do not request earned names on certs.
 While crows are what really matters to the pack, all birds are heavily protected. Wolves may not hunt a bird nor kill one (unless it has paired with an enemy and is attacking them). As a result, the pack benefits from plenty of crows surrounding their territory. Bonded crows are taught to patrol the pack and screech a particular pattern to warn them of incoming wolves. It is also not uncommon for a bonded bird in general to tag along with their wolf on jobs, and many are trained in blinding enemies during fights.
Certain bonded birds are used to send warnings. The pack will know what the arrival of a specific bird means. For instance, the Alpha's bird arriving will mean danger is coming and to ready up. These bonded birds do not leave their wolf unless sent to message another pack member. They will be listed on the roster.
 The pack does not care really what you wear or what color your fur may be. It is notable that the pack respects those with bird-like patterns or crow colors, but really it doesn't matter. A wolf can adorn themselves in whatever dye or jewelry they may wish, too. The only time an Alpha might say otherwise is if the pack is about to battle and someone has an accessory that is loud. Otherwise, it doesn't matter.
 It's pretty hard to get banished from the pack. They're accepting of anyone who will be one of them, after all. They even don't mind minor spats. Sometimes family fights. However, every pack has rules, and some of them just cannot be broken.
Murdering another pack member in cold blood is sure to get you banished. While it is situational if you had to murder a wolf due to them betraying the pack or out of defense, cold murder will always lead to banishment. Worse so, the banishment will most likely be execution.
Harming a puppy, depending on the harm done, will most likely cause banishment. If you maim a puppy you'll be executed. Anything less and you'll be sent away for good. This does not include accidents or other puppies harming another. They're not monsters.
Disregarding the Alpha's orders will lead in banishment. Very rarely will this lead to execution unless you attack the Alpha.
As a note -- if your wolf is set up for an execution it will 1. Be willingly be set up by you, 2. You can have your wolf escape execution and get out of the pack lands, 3. Entirely up to you. Plots that would hit these trigger events should be discussed with Nymphiea so we can figure out how the pack responds.
 As mentioned above, this pack does take prisoners. And they're okay with it. Normally, a prisoner will be taken for these reasons: attacking a pack member, not paying, stealing from the pack, or plain trespassing. Other reasons for imprisoning are up to the owner of said wolf.
Prisoners are kept in specific dens until they are deemed worthy enough to perform a duty for the pack. It can take a week or months before a prisoner is determined "safe" enough to assign a job. Once assigned a job, a prisoner must perform it under surveillance for any given time. This can be months, years, or forever. Tasks can range from cleaning the pack grounds, pulling out food (which is heavily monitored), assisting wolves with their jobs, and more. Rarely, a prisoner can become a pack member, but this is only awarded to those who truly change their ways for the pack and genuinely want to be a member.
Prisoners who are given jobs have their own dens which remain monitored. Sometimes, a prisoner has puppies. While this isn't necessarily forbidden, it's strange for the pack. These pups are always seized from the parents and raised by the pack. It can be heartbreaking to watch your puppies raised by someone else and told their parents are gone. Puppies from prisoners are not subjected to their parents crimes and removed entirely from their parents influence and situation.
This doesn't mean some pack members won't gossip, of course, but the Alpha and Beta might take issue if they catch wind of it.
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Posted: Tue Jun 11, 2019 9:13 pm
The pack has a few ceremonies and rituals they go through. More may be added as their history grows, but the current ones should be noted! Some special plots may require the skipping of a ceremony, but any ceremony performed will be noted in the pack thread!
 Joining is always a big deal. It is the moment the pack chooses to trust an outsider enough to begin welcoming them into the pack. There is an entire process behind it, though. When an outsider wishes to join they must first go through the Trial of Silence, and then the Plea.
The Trial of Silence happens the day following the request to join. A wolf is placed near the heart (having been blindfolded before allowing entrance), and are guarded by a few wolves. Wolves from the pack are permitted to come up and bother the wolf undergoing the process. Questions may be asked, accusations shouted, and even minor touches are allowed. Harming the participant or touching too much is forbidden. If the wolf participating does not eat, speak, or sleep for 24 hours they have passed the trial and are permitted to speak to the Alpha.
Next, they will be allowed to sleep before being brought to the Alpha. They will, privately (although a guard will be attending and most likely the Beta), state their case. They will either indicate a skill they have the pack would need, or another reason they'd be useful. It is then up to the Alpha to choose to accept.
Those denied are sent immediately away (while blindfolded). Those accepted begin the process of becoming a full-member. They won't be allowed to leave the pack grounds for a time and be watched heavily. The Alpha will remove these restrictions when they see fit.
Those born into the pack do not need to undergo this trial. Puppies adopted also do not need to.
 Puppies who age up will immediately be sent to the Alpha to request a role. They may state one they'd like, or they might be assigned one immediately due to skills or personality traits the Alpha feels will fit a role. Out of character, the owner will always have control of where their puppy goes (although locked roles still need to be earned).
Seer puppies do not go through this process. Instead, they'll be sent directly to train as a Seer upon opening their eyes. Once an adult, they'll accept the role associated to Seers.
If a puppy lacks a talent or is hard to pinpoint a role, the Alpha will place them as a lowly member until they find their purpose. This is incredibly uncommon, as even those without a skill can become Caretakers, Scouts, etc.
Once a role has been decided for the puppy there is a brief announcement made by the Alpha to the pack. The new adult will be allowed to grab their favored piece of meat from the prey pile.
 Sometimes, wolves will fall madly for one another and seek no one else. Wolves who wish to promise themselves to another will speak to the Alpha about a ceremony. The ceremony also is similar, but each one can have a special touch the wolves request.
Firstly, the wolves involved (typically only two, but the pack is open minded) will speak to the Alpha of their intention. A date will be set within the upcoming month. On that day, those on pack lands will gather in the heart. The wolves being lifemated will lift a paw and touch them together. The paws will be covered in a cloth passed down from generation to generation (it is an old off-white cloth with faint lace-like designs from pressing leaves into it) and the Alpha will ask them if they wish to promise themselves to one another formally.
Once they say yes the cloth is removed and a feast is prepared. The wolves party all night. The ceremony can be altered if the participating wolves wish. They can request certain food, certain decorations, a different type of party, etc. They can even provide their own cloth.
 Life and death are unavoidable occurrences. The pack chooses to celebrate both. New births are always a delight for the pack, but death is also met with a quiet smile. It isn't expected for one not to be sad, of course, but the pack chooses a different approach.
Births in the pack are always wonderful. Puppies are something the pack looks forward to. Various wolves will stop by the den and offer their congratulations and well-wishes for babies. A Seer will come during the night and offer one "promise" to each puppy. Often, these are promises of good health, adventure, or happiness. Sometimes, a Seer might have something to deliver if their sight has provided something. Mostly, it's just to welcome the puppies and try and start their life with something positive.
Death via natural causes is met with a quiet grief. They bury their dead, and do so with their direct family and friends (in the pack) involved. The wolves will speak of stories about the deceased and the night will be a quiet feast. They speak fondly of the deceased and try and remember the good of them. Often, stories of their jobs are passed about.
Death via unnatural causes like murder, however, are a vicious and violent situation. The pack is vengeful. They will leave the body to be buried (if they have said body) by the roles which do not fight and set off to right the wrong. They will take the life, if they can, of the wolf who ended their pack-mate. Once they return they'll normally spend the day washing off the filth of the day and then return to passing stories of the deceased. Not being able to avenge the dead is a horrible thing for the pack and met with a sadness one can feel upon entering the pack.
Death via accident is approached in either way. An accident the wolf caused or by nature is handled as if they died via natural causes. Death by an accident caused by an outsider can go either way -- it is up to the pack and how they feel about the situation.
 Choosing an Alpha is a fairly easy ordeal. Normally, it is passed down to a member of the founding family. Sometimes, a founding family member might be too young, cannot be trusted, or rejects the role. In those cases, an Alpha will be selected from someone the pack agrees on within the pack. Throughout history this has happened only a handful of times, and somehow it always comes back to the founding family. The wolves like to say it is fate.
When an Alpha dies the pack will look to the Heir. While some believe the Beta should always become the next Alpha, that is not the case for this pack. Instead, an Alpha appoints a wolf as the Heir, and it is often of family. The Heir will accept the role of Alpha and the Beta will train them in how to handle said role and how to follow the footsteps of previous Alpha's.
If there is no Heir then the pack must elect, as a group, the next leader. Typically, this has ended up with the Beta becoming Alpha, as they are already someone the pack trusts.
Regardless, once an Alpha is found the ceremony is always the same. The new Alpha will spend the week with the Seers. They will educate the new Alpha on anything they've learned prior, including things they told the Alpha previously in private. The new Alpha will immediately take over duties after that week has passed. A feast is thrown and the new Alpha inherits the previous bird the old Alpha had owned.
 Banishment is a public ordeal. If you've betrayed the pack they believe the pack should witness your removal. It's only "fair". Banishment's are done in the heart of the pack. The Alpha will call the pack together and announce the sentence; banishment via removing from the pack or banishment via execution. Pack members are then allowed to say their last comments before the Alpha and Beta take the wolf away.
Executions are done in private by the Alpha or Beta. If a wolf is being thrown out of the pack they're taken to the edge and pushed out. They're reminded if they return they'll be killed on the spot. They may not take their treasures with them, but they are permitted to take any bonded animals they have.
 When a wolf earns a name the Seers will call the pack to the heart of the pack. The wolf in question will stand before them and their earned name will be announced, as well as to why they received it. Sometimes, the pack will party afterwards. However, not all names are good. The pack will return to normal duties if the name provided is not due to a good deed or instance.
 Seers are highly respected and honored. As a result, if a Seer spots something that needs to be shared publicly the will do so by calling the pack to the heart of their territory. She is permitted to stand on the Alpha's boulder and announce her news. Before her announcement she must speak to the Alpha first and state what she saw. Once approved, she'll begin the process of calling the wolves together.
Not everything the Seer's see are shared to the pack. Some things are best kept private with the Alpha and Beta.
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Posted: Tue Jun 11, 2019 10:15 pm
As the pack evolves more ranks may be added. These are the current ones available. Due to the understanding not everything might be thought up of immediately, if you as a player have an idea for a rank please feel free to PM/DM Nymphiea an idea!
There are five categories ranks fall under; Claw, Eye, Beak, Wings, and Feather. Every rank falls under one of these categories and have different importance.
 Ranks are divided into categories. The categories, as mentioned above, divide the wolves into sections that make the pack work. Each rank and their category are:
Claw: Alpha, Beta, Guards, and Assassins Eye: Seer, Advisers, and Gossips Beak: Gatherers, Healers, Caretakers, Heir, and Creators Wings: Recruiters, Scouts, and Mimics Feather: Roleless, Puppies, Prisoners, and Birds
Each category resembles the type of duties that rank will have. Claws are forceful and based around power. Eyes are observers and meant to witness. Beaks collect and care. Wings explore and return with information. Feathers are those who have yet to find their purpose. The wolf will take the role that fits their talent. Some ranks, however, can not take jobs.
 Each rank has their own purpose. Below is the definition of each rank, how many there can be for that particular rank, and what jobs they take.
Alpha: The male ruler of the pack. He ensures the safety of the wolves and is the head Crow. What he says is law. tab - Only ever 1. tab - Does not take jobs. Beta: The second-in-command. The enact the laws the Alpha provides. They are also to be respected. tab - Only ever 1. tab - Does not take jobs. Guards: Protect the pack. They rotate who protects the border and who protects the inside of the pack. They can be sent with weaker members to ensure their safety during jobs. The Head Guard commands them directly. tab - Only ever 1 Head Guard (currently). Can be unlimited number of Guards. tab - Takes jobs related to protection, fighting, and brute force. Assassins: Trained in the creation of poisons and stealth, Assassins stay within the pack unless on a job or sent to remove a threat. When not actively in use they hunt for the pack. tab - Can be unlimited number of Assassins. tab - Takes jobs related to assassination, stealth, information recovery, spying, and theft.
Seer: Only for those female and born with purple eyes. Seers use their powers in numerous ways. Each one is unique. They are used to predict events surrounding the pack and respected heavily. tab - Only ever 1 Head Seer (must be able to see current events). Can be unlimited number of Seers. tab - Does not take outside jobs. Will only take the job while being protected by Guards at watch points. Jobs vary due to Seers having varying abilities. Advisers: Advise the Alpha and Beta. They often have complete knowledge of the history of the pack and work to pass them down. They are allowed to know information the rest of the pack can't. tab - Only ever 4 Advisers (currently). tab - Does not take jobs. Gossips: Unknown to the pack. They linger around tell the Alpha things they see that may be suspicious. While the pack is not aware of this rank it is not unheard of them to joke about the idea of spies. Alpha, Beta, and Advisers are the only ones aware of this rank. tab - Only ever 4 Gossips (currently). tab - Does not take jobs. Gatherers: Collects material/food within Redwood the pack may need. They can hunt, but do so alongside Assassins. Head Gatherer watches the hoards and organizes gatherings to replenish low hoards. tab - Only ever 1 Head Gatherer currently). Can be unlimited number of Gatherers. tab - Takes jobs related to finding of materials, collection, and restocking. Healers: Uses mushrooms, plants, flowers, etc to create medicine for the pack. They also tend to sick and injured. They help Caretakers when a wolf is giving birth. Head Healers ensure they have enough medicine and tends to the Alpha when he is sick/injured. tab - Only ever 1 Head Healer (currently). Can be unlimited number of Healers. tab - Takes jobs related to healing, medicine, and recovery. Caretakers: Tend to the pregnant, delivery, and puppies. They help raise puppies and act as teachers. It is their job to ensure the youth grow into strong adults. Head Caretaker is responsible for all orphaned puppies and giving Alpha information on each puppy. They also deliver the puppies of an Alpha. tab - Only ever 1 Head Healer (currently). Can be unlimited number of Healers. tab - Takes jobs related to birth, puppies, and teaching. Heir: Selected by the Alpha and often directly related to the Alpha. They are to take over the Alpha role. They are unique in the fact they can partake in any other rank on top of this one. tab - Only ever 1. tab - Does not take jobs. Creators: They create! It can be anything, really. A pretty grass bracelet. A new den structure. A dye job. It is them who create for the pack. Their job varies on what they can do. tab - Can be unlimited number of Creators. tab - Takes jobs related to the creation of items, goods, dens, and similar.
Recruiters: They leave the pack grounds frequently to find wolves they trust would be good for the pack. It is their job to find new blood. Often accompanied by a Scout. tab - Can be unlimited number of Recruiters. tab - Does not take jobs. Scouts: They leave the pack grounds to find information and materials not located within Redwood. They keep an eye on the outside. Often accompanied by a Recruiter. tab - Can be unlimited number of Scouts. tab - Takes jobs related to scavenging, information passing, and delivery. Mimics: Directly placed in high alert areas to pretend to be a native or pack member and spy on the surrounding area. Mimics the behavior of those around them to adequately gain trust and information. tab - Only ever 4 Mimics (currently). tab - Does not take jobs.
Roleless/Puppies: Those who haven't discovered their purpose for the pack, or are too young to. Do not perform jobs. Roleless assist around the pack, and puppies are trained to grow into a rank. tab - Can be unlimited number of Roleless/Puppies. tab - Does not take jobs. Prisoner: Captured and held within the pack. Either stuck in their prisoner den or allowed to assist around the pack. Have no say in pack matters and kept separate from the pack. Still receive meals, medicine, and protection. tab - Can be unlimited number of Prisoners. tab - Does not take jobs. Birds: This is a familiar only role. Bonded birds are used to send messages. Every bird has their own message attached to them. If you see them approach you, they're sending a message! tab - Can be unlimited number of Birds. tab - Does not take jobs.
 Head ranks are not up for grabs without effort. The current ranks that allow for head positions are: Guard, Seer, Gatherer, Healer, and Caretaker. To have your wolf become a head of that rank, you need to check how many there currently are and that a position is open, have your wolf in the general position, and have a certain amount of RPs. You'll need one finished RP with the Alpha, one finished RP performing their duty, and an RP with another wolf. They must all be individual RPs.
This means if you wish to become Head Guard, you need to first be a Guard, do the 3 RPs, and check if Head Guard is open.
If the Beta position is open, the wolf must RP with the Alpha and the owner must message Nymphiea interest.
As the pack grows more head positions will open.
 The birds with specific messages attached to them can be found below. If your wolf sees them flying towards them, the bird is relaying a message:
Danger Incoming: ??? Return To Pack: ??? Someone Has Died: ???
 Alpha: Big Bad "The Omen" - TO BE CUSTOMED Beta: ??? [Must RP with the Alpha (when he is here) and be reachable via Discord] Heir: ??? [Not ready yet! Will be a child of the Alpha and owned by Nymphiea] Guards: ??? [Head Guard], ???, ??? Assassins: Shadelight, Ripples In The Azure Sea Seer: ??? [Head Seer], ???, ??? Adviser: ???, ???, ???, ??? [Must have, in-character, been around before the extinction event] Gossip: ???, ???, ??, ?? Gatherer: ??? [Head Gatherer], ??? Healer: ??? [Head Healer], Mudsullied Jackal, Dead Eye Caretaker: ??? [Head Caretaker], ??? Creator: ???, ??? Recruiter: ???, ??? Scout: ???, ??? Mimic: ???, ???, ??? Roleless/Puppy: ???, ??? Prisoner: ???, ???
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Posted: Tue Jun 11, 2019 10:16 pm
The history will grow as the pack does! If you wish to propose a plot point for the pack or something to push the story further, please DM/PM Nymphiea! She is very open to new ideas and invested pack members furthering the story.
 A long, long time ago the Redwood was a habitable and lush area. It wasn't a shock when a small family settled within the territory. Led by a male named Crow Foot, he brought his mate and two children to the land and immediately dug claim to a piece of it. Fierce, ruthless, and protective, Crow Foot spread blood quickly within the Redwood to protect his family and land. To ensure further safety, he began recruiting other members and offered them a piece of the paradise if they swore to defend it and all those they called family.
So, The Crows were created. At first, treasure didn't matter -- only each other did. The pack grew in size and families were created. Crow Foot stood proud over his powerful and loving pack. Then, the unthinkable happened; both his children died in a storm. Heartbroken and stricken with grief, Crow Foot frantically looked for a meaning for life now that his children were gone. He forgot his mate and the love he held for his pack. Instead, he focused on anything to fill the hole.
That became treasure.
The first time he met a traveler with a beautiful necklace and forcibly took the trinket he was met with a sickening and addicting pleasure he never was able to describe. He had something someone else had wanted. Something valuable. So he did it again. And again. And again. He began leading his pack to begin obtaining treasure. It was fun, at first, but Crow Foot became corrupted. He took from his own pack.
His pack became lawless. Crow Foot used his own Guards to steal from his people and trap them within the pack.
During this descent he had one final child with his mate. She died during childbirth and he care little. His son was named Of Gold and he was welcomed by the pack with excited cries. Some were delighted to see an end to their Alpha's tyranny be born. Crow Foot did not properly watch over his son; his greed was too strong. He didn't have time for the small pup. So the pack raised Of Gold, and behind the Alpha's back they raised him with good intentions and purity. They spoke whispers of freedom and kindness. When Of Gold became an adult he tearfully turned on Crow Foot, murdering him in the dead of night.
With the murder of the mad king came the arrival of a peaceful and strong Alpha. Of Gold did away with his Guards and reassigned new wolves to that position of power. He also created Advisers and the Beta role to ensure all future Alpha's had other voices to guide them. The Crows welcomed their second Alpha, and with him came a new and balanced structure of the pack.
Time passed, as it is wont to do, and the pack evolved with each new Alpha. Out of adoration for Of Gold and his family line that followed, Alpha's were of the same lineage. History continued and the Redwood lost its luster, forcing the pack to move closer to the edge of Redwood. Still, they were happy. Happy and healthy. They still focused on obtaining treasure and loving one another as a family. Things were good.
Until they weren't.
 Many generations on when they had an Alpha named Grovel the pack finally met tragedy once more. The Redwood had all but dried up into a desert of bones and decay, but they had successfully found their own home within the Redwood. Unfortunately, they were not prepared for the sickness that overtook them, nor the cruelty that would follow. Wolves began dropping. Their bones ached and lungs wheezed with every breath. Grovel struggled to understand what had happened. A theory would later be thrown that they had eaten spoiled meat after a Scout brought home suspiciously old meat and claimed it wasn't from deep within the Redwood. Unfortunately, they'd never figure out if it was true.
Grovel grew sick and choked on his decaying body. The pack withered and wolves died quickly. The Heir, a poor small boy named Of Silver (a name they thought would bring them good omens), could not take the role as he was just barely a teenager. So, the Beta, Within Reach, took over. The remaining pack spent most of their time disposing of bodies and grieving.
A neighboring pack heard of the tragedy and arrived at their borders. Back then, the pack was not as protective. They welcomed them in and the visiting pack promised of a medicine that would heal the sick. Within Reach readily accepted and the visiting pack medicated the sick wolves, including Within Reach, who had begun to feel ill.
Overnight every medicated wolf died of poisoning and their hoards were cleared out, leaving Of Silver and a handful of wolves to awaken alongside corpses. The visiting pack had long fled before Of Silver could cry out in despair.
The pack was a shadow of what it once was. Practically destroyed, the remaining wolves cleaned the bodies out and waited for their death. Talk came of leaving the territory, but once the hoard of prey had been emptied it seemed no one else was getting sick. Of Silver took over the pack, but he lacked the pride and power previous Alpha's had. The pack began to slowly rebuild, but they had lost their heart.
By the time Of Silver had a male child named Big Bad the pack had been restructured to prevent outsiders. Trust was gone. Outsiders were not to be trusted. Not easily, anyway. Of Silver eventually died of old age. In his eternal grief he never appointed a Beta.
This left his only surviving son, Big Bad, to inherit a broken pack with little to stand by.
 Big Bad earned the name "The Omen" when, on the day of his rising to Alpha status, the moon turned red. Unknown to the wolves was the fact it was a natural eclipse, but he accepted his earned name with his head held high. Unlike his father, Big Bad stood proudly. He would rebuild the pack to the strength the stories spook of.
Under his ruling he opened up their borders to any puppy they could find. He also began to encourage females to seek partners outside of the pack for a night or two. They needed to rebuild. And fast.
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Posted: Tue Jun 11, 2019 10:17 pm
If you wish for your pack to be aligned or enemies of The Crows, please DM/PM Nymphiea! The Crows are also likely to invade packs if so need be. Any plots you'd like with The Crows interacting with your pack is very welcomed!
 The Sand Raiders: Their favorite allies. The Sand Raiders have always been figuratively at their side. The packs sending pups back and forth to help when one of their packs have low numbers, and they often share their native familiars, food, and medicines to help out. Both packs allow the other to enter their territory whenever they wish. The Sand Raiders and The Crows exchange information. They also will exchange reformed prisoners if the prisoner would find a better home in the other territory. The Crows send birds to communicate with The Sand Raiders and receive warning of criminals who escape The Sand Raiders, and vice versa. Night Fell and Big Bad are practically best friends. Ash Fall: Due to their close proximity, they often have to encounter one another. They trade food, herbs, and other goods either pack might need. The Crows do not both Ash Fall, and vice versa. They respect one another's space and packs!

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Posted: Wed Jun 12, 2019 4:39 pm
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Posted: Wed Jun 12, 2019 5:59 pm
I'd Like to Join! Username: medigel Uncert Link: xxx Cert Link: xxx Wolf Name: Mudsullied Jackal (“Sully”)
Brief Personality: Sully at first blush is an airheaded, daydreaming busybody who loves a good mystery; it’s not uncommon to believe her many visits to the dead Redwood night have addled her over time, for instance. She has problems remembering names, sometimes forgets if she has plans with someone, and is the social equivalent of a hermit crab cautiously poking its head out from its shell. But it’s hard to find anyone with a sharper nose and memory for herbs than she, and if need be she’ll recite word for word what she’s been taught. On the job Sully seems to become a different wolf entirely, assuming a more outgoing persona to get the job done and becoming more blunt as the exhaustion settles in. Off the job, she’s quirky and awkward, and her genuine intentions sometimes end up being obnoxious instead. Trial Response: Sully would probably have never endured the Trial of Silence if she hadn’t spent her first two years of life experimenting. Having mixed up the Kelly’s equivalent of a shot of black coffee, there was no way she was going to sleep that night. The problem of being wired as hell and stuck in one spot might have bothered her if she wasn’t used to circumventing that energy to something helpful: like reciting Ma and Pa’s old recipes in her head, in alphabetical order, tapping her paws to some unknown beat.
It took a surprising amount of time to get through. After that, she tried going by secondary names. Monkswood became wolfsbane, and on the third try became aconite, for instance. Then by properties of healing: inflammation reduction versus numbing, vomit inducing versus actually just toxic, and so on. From there she leapt into the wide world of ye gods how would I organize all of that again? Ma and Pa had the benefit of a hollow and a garden, but doing that all over again on her own sounded like such a pain, although maybe this lack had some land she could borrow if she got in...
Sully barely noticed the outside world. Occasionally she felt a dry swallow or something n** at her fur, but locking down into this critical thinking mode was a bit of an out of body experience. She was both aware and not aware. Her heart beat quickly enough to make her anxious, which was annoying but also kept her awake. At the end of it, she practically jumped to her paws when the blindfold was removed, although they had also long since fallen asleep. Her trial ended by thumping against her recruiter with coltish glee. Plea: Somehow, there was still a little energy leftover after the day long trial. Sully’s smile looked stilted as she bowed to the alpha, but it was true. “Uh, hi! Look, lemme just cut right to the chase: I drugged myself before the trial thingie.”
She coughed.
“I mean, I made this mixture with maca root—looks like an onion but without the layers and crying bits—sort of on the spot. Promotes energy for your mind and your body. Also libido! If you...wanted to know.” Going over every use of every herb she knew for hours on end made her want to recite it all, embarrassment be damned. “Wasn’t exactly what I wanted, honestly ginseng tastes a little better, but I didn’t actually expect I’d have only a day to get ready, so it was kinda roughshod, and frankly I think my Pa’s recipe needs some work. But it did the job.” Maybe a little too well. She needed to revisit the ingredients portions later, when her heart stopped racing.
“Anyway, I’m third generation healer,” she went on. “Oh, uh, call me Sully. It’s Mudsullied Jackal, but the jackal part just sorta turns a wolf’s nose up, you know?” There was no explanation as to why “sully” sounded better. “My parents were healers, their parents were healers, I got roots. Get it? Because—Anyway. So I have their knowledge on top of my own experiments, and I bet anyone would want that in their command, right? I mean, if I perfected this mixture for example, your scouts wouldn’t have to get so tired on the job.”
A bigger, pleading smile. Sully looked like she either wanted to dunk her head into the lake and drink or tap dance on the spot. Or both. Position Wanted: Healer
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Posted: Thu Jun 13, 2019 10:03 am
medigel Sully has been ACCEPTED!
Big Bad couldn't contain the smile on his maw as she spoke. Humor ignited in his eyes as he listened to her rattle on, clearly consumed by whatever she had ingested. He had her at "I drugged myself," really. He needed someone clever enough to do such a thing. Sure, it meant her natural state wouldn't allow her to do the trial on her own, sure, but she had made herself ready.
And that was desirable.
To rebuild they needed clever wit and fast thinking. And he desperately needed Healers. Lots of them. When she finished he stepped forth, massive body circling around her.
"Welcome, clever Crow. You will find a home among us."
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Posted: Sun Jun 23, 2019 1:59 pm
I'd Like to Join! Username: o-Elixir-o Uncert Link: Link Cert Link: Still waiting on <3 Wolf Name: Dead Eye
Brief Personality: She once had a name much softer and elegant, but due to tragic circumstances she took on the name "Dead Eye" feeling it to be better suited with the lost of vision in her one eye. Despite the scars and usual deadpan expression she has the warmest heart along with a weakness for the ill. She's dedicated her time to insure those with illness to receive the care needed, going as far as supplying the necessary means even if she has to put herself in danger to retrieve the herbs. Because of her contact with those with illness she keeps a distance from majority of the pack. Careful to never spread. Trial Response: Plea: Position Wanted: Healer
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Posted: Sun Jun 23, 2019 2:05 pm
Big Bad remembers her fondly. Healers have always been direly needed, and her passion for helping the pack never went unnoticed.
Welcome (back) to the pack!
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Posted: Sun Jun 23, 2019 2:11 pm
Removed the rule that a wolf can not have been in the pack prior.
Added that Sand Raiders and Crows allow their wolves to mate together. It'd be long distance, sure, but welcomed. Puppies from these relations will be expected to split between the packs. Mates can easily visit one another, as each pack sends wolves to visit every couple of months. Sometimes sooner.
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Posted: Mon Jun 24, 2019 8:56 pm
I'd Like to Join! Username: medigel Uncert Link: xxx Cert Link: FORTHCOMING Wolf Name: Shadelight
Brief Personality: Suspicious of outsiders, Shadelight remains vigilant in the wake of The Great Wasting, despite the need for numbers. He has a charming smile for the ones that are actually family (read: born in) and is more than ready to whip up what’s left of the assassins to get business going again. Whatever it takes. It’s hard to pry at the gooey center he once held after his crow partner was brutally killed, but if you can ford past the facade of a rakish rogue, he’s loyal as they come. Position Wanted: Assassin
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