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Posted: Sat Jul 13, 2019 3:03 pm
These are the current members of The Crows. If you'd like to see what the ranks mean, you can go here. If you wish to join the pack, you can go here.
We will add ranks as the pack grows and expands.
 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:
 Alpha: Big Bad "The Omen" Beta: ??? Heir: ??? [RESERVED. Will be a Big Bad child] Guards: ??? [Head Guard], Breath of the Wild, Buried Moon, Abyss, Whitestar Assassins: Shadelight, Ripples In The Azure Sea, Milky Way, Bloodstone, Deadlock Hunter: ??? [Head Hunter], Nightingale, Strife Seer: ??? [Head Seer], Red Riding Hood, Dead Reckoning, Reminiscent Adviser: Shadow Streak, Risktaker Gossip: Snake Bite (False role is Scout), Deadlight (False role is Guard), Cloudfall (False role is ???), Strawberry Fox (False role is Scout), Pale Void (False role is Entertainer), Black Comet (False role is Scout) Gatherer: ??? [Head Gatherer], Wood Cutter, Blackwater Raptor, Haunting Echo Healer: Mudsullied Jackal [Head Healer], Dead Eye, Black Bone, Russet Vision Caretaker: Forbidden Oath [Head Caretaker], Echo of Ember Flames, Story Creator: Silky, Softspoken Entertainer: Bliss Cook: Calico, Melancholy Recruiter: Statice Scout: Churning Mist, Cacophony, Hidden Fox Mimic: Silver Bird, Snakeskin Roleless: Heliotrope, Venomous Bite, Viper, Melody Familiars: Bluebeard, Far Sight, Winter's Soft Breath, Gold Tip, Turtle Dove, Blue Blood, Copper Crown Prisoner: Yoel
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Posted: Tue Mar 03, 2020 8:48 pm
alpha
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The Alpha is the current leader of the pack. Their word is law, and often refusal to obey it results in punishment or, worse, imprisonment. While every Alpha runs the pack differently, it has always been one from the same originating family of the pack. Traditionally, Alpha's cannot be removed forcibly and leave the throne when they're officially too old for combat. There has yet to be an Alpha not related to the founding Alpha. Alpha's do not operate alone; they are provided a Council of Advisers and choose a Beta to help guide them in the right path, although they may choose to ignore their both should they wish.
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Current Alpha: Big Bad
Ruling Style: Big Bad is a powerful force to be reckoned with. His size rivals a Berserker and his strength is over unrivaled. While he is as intimidating as he is beautiful, Big Bad treats his pack lovingly. One of the youngest Alpha's in history, he has only recently taken the throne and has begun working diligently to repair The Crows to their original glory. It is not uncommon to find him checking in on pack members or laughing boisterously with the pups.
While he cares for his pack and treats them as close friends, Big Bad still holds the expectations of any Alpha. He is willing to hear suggestions and advice, but ultimately he holds the future of the pack in his paws and makes his decisions based on his gut and heart, as well as his council (although it is not uncommon for him to overrule their suggestions if his gut tells him to). Big Bad feels guilt easily should his decisions hurt the pack.
He is also ruthless with outsiders, showing no hesitation in attacking those who threaten the pack. He is not rash, however, and carefully calculates raids. He does not send raiding parties to packs that have no disturbed his or proven a problem, instead focusing such events on packs he has disagreements with, packs that are attacking nearby weaker packs, or bandits.
Big Bad is the first Alpha in many generations to allow outsiders to join, seek out alliances with other packs, and trade with other packs. He is also the first to allow prisoners to redeem themselves and join the pack through hard effort and trials.
His fighting style is ruthless. He is not incredibly fast, but he should be avoided when it comes to contact. His fighting style focuses on eliminating the target with as few blows as possible, often resulting in him killing a wolf in a single blow. Big Bad loses his friendly demeanor in battle and when facing enemy packs.
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Posted: Tue Mar 03, 2020 8:48 pm
beta
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The Beta stands beside the Alpha, although they do not rule with him. The Beta enforces the rules of the pack and keeps things in line, ensuring every wolf does their part and obeys the system. They can speak for the Alpha in times they are not around and are trusted to run the pack when the Alpha must head out for a time. Due to how much power a Beta has there is only ever one, and gender does not matter. A Beta is chosen by the Alpha, and it is not uncommon for them to select someone they're both close to and have seen demonstrate strength in trying times.
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Current Beta:
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Posted: Tue Mar 03, 2020 8:48 pm
adviser
Also known as The Council by some, Advisers stand beside the Alpha and offer wisdom to make harder decisions. They can also double as tactical advisers. They do not control the Alpha, and ultimately they can be disregarded, but a good Alpha will heed the knowledge their Advisers offer. It is the job of the Advisers to favor the well-being of the pack and offer council to ensure the pack flourishes.
Advisers are picked in several ways. Usually an older wolf known for holding an impacting role for the pack will be selected by the Alpha themselves, but it isn't unheard of for a large amount of pack members to speak up for their election. Advisers stay within their role until dismissal, meaning they can carry over Alpha to Alpha. It's not uncommon for an Adviser to have served multiple Alpha's in their time.
Advisers know all the secrets of the pack (or should, if the Alpha is behaving properly). Due to this, betraying the Alpha and revealing information is a huge treason and will often result in the execution of them traditionally, or imprisonment for an Alpha who steers from the traditional punishment.
Advisers know who is a Gossip but they are not permitted to tell anyone. Advisers solely act within their role; they may help with other roles but typically focus entirely on providing rounded counseling for their Alpha.
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Posted: Tue Mar 03, 2020 8:48 pm
heir
The Heir is a wolf promised to become the next Alpha. Traditionally it has always been a son of the current reigning Alpha, and never has it deviated. The Alpha line, currently, has always been the same blood-line.
This role is extremely taxing on the one who holds it, and historically Heirs have been replaced with other sons of the Alpha until they find the one who fits. They begin training in combat as puppies to ensure their strength and then are led to learn every role and how to perform them. They are further trained in the complete history of the pack and of each ruler before them. This can be exhausting, as every day for a young Heir is constant work and education.
Heirs who have finished their education and training are given the role within a ceremony, solidifying their future in becoming the next Alpha once the current one steps down. They also will take on a secondary role (Guard is usually the common choice). They shall remain the Heir until rising to Alpha or if circumstances remove them (betrayal, gruesome injury, death, etc).
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Posted: Tue Mar 03, 2020 8:48 pm
guard
Guards are broken into six divisions; the North Point, the East Point, the West Point, the South Point, the Keepers, and The Wanderers. The first four are pretty standard; they guard the perimeter of that pack entrance and intercept travelers/visitors. Guards decide if those who wish to take the trial actually meet the Alpha, and they are allowed to use force on those who intend harm. Point Guards do not typically leave the pack much or leave guarding the edges. Points are trained in combat and are often larger in size. In battle they would be the first sent out.
Point Guards have captains who issue orders to each division. There are ideally four captains at a time, one for each section.
The Keepers stay within the pack grounds and ensure their safety from inside. They keep an eye out for inner conflict (and try and resolve things peacefully if they can) and are the ones to respond to attacks that slip through the Point Guards. They are often faster and heavy hitters, allowing them to intercept attacks on weaker roles. The Keepers also act as prison guards and switch shifts to ensure prisoners are doing what they've been ordered to.
The Keepers captain is usually the Beta, but this is not always been historically correct.
The Wanderers leave pack grounds on Alpha orders to address volatile issues. They are the correctional force for enemies the pack may acquire. When not actively out they often help Keepers, but Wanderers are often the fiercest wolves of the pack, making them fairly intimidating to be around. The also are permitted freedom in what training they specialize in, as often Wanderers are selected solely on being the best of the best. Whatever their unique combat talent is will be what caught the eye of the Alpha in the first place.
Wanderers are split into teams, usually of 1-4 members and a captain assigned to them. The captain is chosen by the Alpha and they will select their members. Female Wanderers are also the only role that cannot breed without permission; they must have someone able to take their place in the case of pregnancy.
Point Guards: - North Points: [Captain] Member Member
- East Points: [Captain] Member Member
- West Points: [Captain] Member Member
- South Points: [Captain] Member Member
Keepers: [Captain] Member Member
Wanderers: - Team One [Captain] Member Member
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Posted: Tue Mar 03, 2020 8:48 pm
assassin
Trained solely in the act of stealthy murder, Assassins take jobs to eliminate targets. While the Alpha may use them for private assassinations, they typically fulfill outside orders. It is not like a Crow Alpha to off a member of their pack privately, but it isn't unheard of (although greatly abhorred).
Assassins, furthermore, cannot take jobs on those inside their pack (unless from exclusively the Alpha). They are trained in multiple ways of murder and often have a specialty. Assassins are also trained in deception so they may get close to targets. It's not unheard of for an Assassin to trick their target into believing they love them or care for them.
Due to how often Assassins leave pack grounds they also are often given a bird so they may communicate back and forth with the pack. It's fairly rare for an Assassin to lack one!
With Big Bad's recent ruling he has also created a subdivision for Assassins; Executioners. These are secondary roles for those who are comfortable executing prisoners or traitorous Crows, and will do so in the proper ritual. Executioners will rarely be called on, but in the event they are it is always for something drastic. It is not for the faint of heart.
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Posted: Tue Mar 03, 2020 8:49 pm
hunter
Hunters, as suggested, provide food for the pack. Due to being within the Redwoods it is expected a Hunter might have to travel outside of pack lands to acquire food, and thus are expected to have ample endurance to make the trip back while carrying kill. Hunters are absolutely prohibited from felling a bird of any kind. They are trained in deciphering whether prey is ill or not, as the original plague that wiped the Crows was due to tainted kill.
Hunters may be deployed to help Guards as grunts. Usually, if it can be helped, they focus entirely on providing meat for the pack. Hunters are broken into hunting parties of 1-4 with a captain. Captains stay on top of locations where prey are currently gathering and are responsible for their parties productivity.
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Posted: Tue Mar 03, 2020 8:49 pm
prophet
Prophets are always Seers. Tasked to look into the past, present, and future, their entire responsibility is to try and foresee threats and remember the mistakes of the past so they may not repeat. Previously, before the restructure of the pack, Seers were viewed as omens. While current times the pack relies on them, it isn't unheard of for a few lingering wolves to still feel unsettled around Prophets.
Prophets are fiercely protected, as without them the pack loses access to information they'd otherwise lack. It is the Crows hope that they can prevent future disaster through the Prophets, although it is also understood Prophets cannot always control all they see. Any Seer born into the pack becomes a Prophet. Prophets may not have secondary roles. When not having a vision they focus on the training of their abilities and any new Seer born into the pack.
Due to how valuable Prophets are, the pack demands any Seer born with an outsider be snatched for the pack. It also isn't protested if a wolf comes home having stolen a Seer pup.
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Posted: Tue Mar 03, 2020 8:50 pm
gossip
Gossips are a secondary role, but an important one. While a wolf will have a primary role over Gossip, they also will always be performing their Gossip duties should they be one. Gossips are the only role the pack is kept blind of; anyone not a Gossip does not know the position even exists! Gossips don't even know who else is one, making the role often a lonely one.
The entire purpose of a Gossip is to get close to the pack itself and keep the Alpha informed of any changes, preventing inner pack turmoil the best they can. They know the secrets of their pack members and relay them to their Alpha. They are to always be the friend and family of others, making them genuinely trustworthy.
The pack has never had a Gossip reveal their position, but the punishment for doing so is unknown. All Gossips know is the promise they will never see the pack again.
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Posted: Tue Mar 03, 2020 8:50 pm
mimic
Mimics are very similar to Gossips, but the pack is aware of them. Mimic is a secondary role with the understanding that, when summoned, they will drop all responsibilities and fulfill their Mimic duties over all others.
Mimics are sent to join high-alert areas and become a local. Frequently this means joining a pack on the Crows radar and sending information home (often via bird) about the on-goings of the pack. Their entire role is to gain the trust of the location they're situated in and pretend to be one of that group. They will return home when summoned (often without a word to the group they were placed in), or help during raids to distract those around them and allow their Crow members to sneak into the territory.
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Posted: Tue Mar 03, 2020 8:51 pm
gatherer
Gatherers collect materials the pack may need. Sent outside of pack land more often than not, Gatherers must have endurance to make long trips and return home quickly. They watch the food and material hoards to ensure they're properly stocked, and may sometimes assist Hunters if the need is great.
Gatherers are split into gathering parties of 1-4 with a captain. Captains will direct their team on what to collect, ensuring the hoards stay healthy and provide the pack with all they may need. Captains also speak to other roles one on one to check what they might require directly. Captains stay on top of locations where items can be found and are directly responsible for their teams productivity.
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Posted: Tue Mar 03, 2020 8:51 pm
healer
Healers, as the name implies, focus on the health of their pack. They can make medicine, apply it, and offer various ways of medical help. While most healers focus on the physical illnesses and injuries a wolf may have, some are trained to offer psychological treatment. Healers receive exhausting training on all the current ways the pack may be aware to offer medical treatment, making it a hard role to initially get into. Healers guide one another in their education, making the role a tight knit one. Healers share one hoard typically with herbs and medicine, but it is also a smart idea to have a small stash of their own in case of emergencies.
Healers have at least one Head Healer who speaks to Gatherer Captains about product they may need. Head Healers push the training of Healers and are seen as the ultimate source of information in their field. Historically, Head Healers are the ones who take care of the Alpha and Beta.
Healers ensure also sick dens are clean and ready for a new inhabitant.
Healers help Caretakers in ensuring the safety of a pregnant wolf and the birthing process.
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Posted: Tue Mar 03, 2020 8:51 pm
caretaker
Caretakers focus on the one on one care of those unable to fend for themselves. This typically aligns with older Crows nearing the end of their lifespan as well as newborns. Caretakers are skilled in quality of life care and ensuring those who are helpless remain content and safe.
Their biggest purpose is to ensure new life comes into the world safely and old life leaves the world comfortably. They work with pregnant mothers on their diet plans, exercise routines, and general care to ensure their litter is as healthy as possible. They also are trained to help mothers deliver, help take care of puppies, and even teach the young! They provide an astronomical amount of support for the pack when it comes to new life.
Elderly wolves can also lean on Caretakers, who will ensure they receive proper medical attention, nutrition, exercise, and even rest until their dying days. They typically only help those unable to help themselves.
Very rarely will there be a wolf who is neither young or old who needs Caretaker help, but if there is a need for them then a Caretaker will be there. Those emotionally unwell, physically disabled to the point they cannot function on their own, or severely injured will have the help of Healers and Caretakers alike.
Caretakers report to a Head Caretaker, who will keep a log of everyone who needs help and what it may be. They are the ultimate source of information and frequently the ones who train new Caretakers. They are the ones to help children of the Alpha to be born.
Head Caretakers typically are the ones who teach puppies.
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Posted: Tue Mar 03, 2020 8:51 pm
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