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Reply [Pack] The Crows (Redwoods)
● About The Crows

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NymiiNym

Shy Wife

PostPosted: Sat Jul 13, 2019 2:53 pm
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      "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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PostPosted: Sat Jul 13, 2019 3:10 pm
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      As a general note, in-character rules can be broken! It simply means there will be in-character consequences/reactions to said action.


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      • Please ask before using a similar layout or graphic.
        There's only so much you can do with a pack, but if you want to heavily reference this one please ask first.
      • To join you must post a form in this thread.
        You can't say your wolf is a member of the pack without said approval! Breeding kids also need a form posted.
      • Requests for plots that effect the pack heavily should be run by Nymphiea first.
        Ask Nymphiea before attempting a plot that will greatly effect the pack as a whole. Drama is loved, so most likely the answer will be yes!


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      • 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 enforce 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 without 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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NymiiNym

Shy Wife


NymiiNym

Shy Wife

PostPosted: Sat Jul 13, 2019 3:15 pm
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      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.

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      • 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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PostPosted: Sat Jul 13, 2019 3:16 pm
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      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 ranks. 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.


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      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...


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      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.


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      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 belong 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.


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      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.


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      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.


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      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.


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      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 crows, 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.


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      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.


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      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.

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      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.


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      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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NymiiNym

Shy Wife


NymiiNym

Shy Wife

PostPosted: Sat Jul 13, 2019 3:17 pm
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      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!

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      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.


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      Puppies who age up will immediately be sent to the Alpha to request a rank. 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 rank. Out of character, the owner will always have control of where their puppy goes (although locked ranks 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 rank associated to Seers.

      If a puppy lacks a talent or is hard to pinpoint a rank, 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 rank 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.


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      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.


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      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 ranks 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.


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      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 rank. 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 rank of Alpha and the Beta will train them in how to handle said rank 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.


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      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.


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      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.

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      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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PostPosted: Sat Jul 13, 2019 3:59 pm
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      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.


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      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, Assassins, and Hunters
      • Eye: Seer, Advisers, and Gossips
      • Beak: Gatherers, Healers, Caretakers, Heir, Creators, Cooks, and Entertainers
      • Wings: Recruiters, Scouts, and Mimics
      • Feather: Roleless, Puppies, Prisoners, and Familiars


      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 rank that fits their talent. Some ranks, however, can not take jobs.


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      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 2.
        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.
      • Hunters: Hunts meat-based food within and surrounding Redwood the pack may need. Head Hunter watches the hoards and organizes hunts to replenish low hoards.
        tab - Only ever 1 Head Hunter currently). Can be unlimited number of Hunters.
        tab - Takes jobs related to combat, hunting, and reuse of carcasses.

      • 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. This rank is only for those who were in the pack in-lore prior.
        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 and Hunters. 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 rank. 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.
      • Cooks: Using herbs and spices with food collected, Cooks can turn an average piece of meat into something more! They utilize fire when they can, making help from familiars much needed.
        tab - Can be unlimited number of Cooks.
        tab - Takes jobs related to cooking and preparation of food.
      • Entertainers: Those skilled with various talents to entertain and please a wolf or crowd. This can range from singers, dangers, actors, and more.
        tab - Can be unlimited number of Entertainers.
        tab - Takes jobs related to their person talent.

      • 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.
      • Familiars: This is a familiar only rank. They will help the pack using their own special talents!
        tab - Can be unlimited number of Familiars.
        tab - Does not take jobs.


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      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, as well as complete the requirements found here.

      As the pack grows more Head positions will open.

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NymiiNym

Shy Wife


NymiiNym

Shy Wife

PostPosted: Sat Jul 13, 2019 4:03 pm
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[Pack] The Crows (Redwoods)

 
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