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Reply [OOC] Pack & Plot Recruitment
[Pack I/T] The Murkwood Court (OPEN!)

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Shia bean
Vice Captain

Prophet

PostPosted: Fri Jul 19, 2019 6:29 pm
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    You wander westward, nearer to the sea, where a cluster of peaks rise up toward the heavens. Here, the mountains are darker than those to the North. They're populated by more trees and as a result dense with their foliage, sporting far less snow and wielding a new sense of mystery for those who dare explore it.

    It is dark and cold this early morning in Kells.


    When at last your tired eyes lift up from your own footfalls, you stand in a sea of purple flowers. They sag on their stems as if in a state of deep slumber, droves of them swaying in the wind. There is a subtle, lingering sweetness in the air that mingles with the markings of travelers come before you. The meadow stretches out far into the darkness... farther than your own eyes can perceive, and within it all are thin tree’s whose canopies block out the sky almost entirely. If not for the dawning of a new day, you would be kept in a strangely eerie darkness…

    But light comes quickly. It peeks over the shoulders of Northern giants, casting its rays through the sentries and onto the flowers themselves; creating a plethora of tall shadows all around you. The stasis in which the area kept itself in subsides. Like the thawing of an invisible frost. You see now that the flowers are bells, stems stiffening in the light but their heads never blooming. And when you brush against them they quiver, releasing their lilac pollen in response to the touch. The richness of their color, which was unfathomable prior to daybreak, cast dancing reflections of purple on the pale barks of every tree, as if the wood was reflective like that of water. And the smell… once subtle… becomes intoxicating. You are mesmerized by the sight. It is enchanting. And all at once you being to feel very wary.

    In the distance a wolf approaches you. If not for the glistening coat, so pristine that it nearly glowed in the dim-light, you would have overlooked them. Looked beyond them, into the endless waves of purple. As they get closer, your legs gets weaker.

    Your travels have been long and hard. Perhaps you are just exhausted from them. A nap. Yes... A nap will help.


    The strangers eyes are that of piercing blues and when the gap is closed you realize that they are not alone. The eyes of many are upon you now. Glowing brightly... but perhaps they're only fireflies, buzzing about just before the day begins…You are so tired. Sleep. Be still. Sleep. You feel the weight of your eyelids as they heavily blink once... twice... thrice over... And before you are altogether swept up in the embrace of slumber you hear a muffled voice cut through the deafening silence. It is speaking to you, but also to so many others.

    “And who are you?”


. . .



    Welcome to The Murkwood Court.

    In joining the pack, you swear your loyalty to the elves. In their current state, things seems sparse and rigid, and for all the right reasons. But, what you see is but a sliver the culture, and what it truly has to offer; when the tidings are in their favor. Parties and lounging, lavishness galore, these are all customary traditions in which, someday, you may partake in. If you're lucky. And of course, if The Court survives.

    The Elven lineage is brimming with elegance. They tend to be taller, lithe and lean, with limbs that look liable to snap if they're not careful. Their features are sharp, long, and almost as if from another world altogether. But rest assured, they are entirely mortal. And less regal biologically than they claim, what with the old blood being recycled many times over through in-breeding. As it stands, they have lost most of what made them. The royal family has all but been decimated and although they would never wish to admit it...

    They could really use some help. They need you.

    ---


OOC Owner: Shia bean
Big thanks to Kasai and Ars for their input heart



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PostPosted: Sat Jul 20, 2019 7:56 am
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    • Sea of Sighing [ Threshold ]
    The foyer to The Court is covered in drooping purple flowers and tall, thin birchwood-like trees. The ground beneath the bells is all but obscured by the sheer number of them, and their guardians stand in nearly perfect rows with giant canopies to block out the sky; successfully keeping the meadow in a perpetual dim-light. When night falls the flowers go into a 'stasis'. This allows the meadow to be easily traversed without any residual effect. During daylight hours however, a thousand purple flowers reflect off of hundreds of tree barks, like mirrors catching the light. For most who bear witness to this phenomenon, it's either a great trick or the work of the forest spirit, who plays like a child in her own creation. But mother nature, much like the trickster child, has far more up her sleeves when dealing with the purple flower bells. The moment light hits their surfaces, they reawaken, and from their pistils comes a perfume as sweet and intoxicating as any smell can be. Those who are ill-equipped, or simply unaware, will immediately ingest the slumber inducing pollen. Creatures sleep until nightfall, when the flowers and the pollen they spread, go dormant once again. The effects take hold in a matter of minutes after a creature is exposed to the flower.

    One known deterrent: If a wolf chews a silk worm and keeps the remains in it's mouth for as long as it is exposed to the bells, they are unaffected by the pollen. Often, military wolves can be seen chewing while out on their patrols.
    ---
    • Hidden Pass [ Entrance ]
    Still within the thick of the Sea of Sighing and along the face of a mountain is the narrow passage leading through to The Murkwood Court territory. An enormous divide cuts straight through the giant itself, its entrance obscured by a trick of the eyes, where large rocks have fallen in such a way to mask it almost entirely. One must know it is there first, then one must be able to find it's opening.
    ---
    • Forest of Eternal Death [ Throughway | Hunting Grounds | Patrol Grounds | Training Grounds ]
    In the valley there are two forests: The forest of Eternal Death and The forest of Eternal Life. Depending on what time of day you arrive, the forest greets you with spareness of soul and sound or a heavy fog so opaque that it could be eaten through. Usually, you find both. The trees here usually sport red leaves, when they can hold onto their leaves that is. A blanket of an autumnal red covers the entirety of the forest floor, making stealth a near impossibility; for predator and prey alike. Those who can climb do so, utilizing the fog and the trees as leverage over their targets. This lends to scouting and guarding as well, the forest itself an area that is heavily protected, as it is the main entrance into the valley. This is where you will find most of the hunters, the guards, and occasionally the warriors, who train both in and out of trees in order to hone their abilities.
    ---
    • Forest of Eternal Life [ Mother Tree | Military Dens | Social Grounds ]
    The transition between the forest of Eternal Life and the forest of Eternal Death is a gradual one, but noticeable all the same. Like stepping through a gradient of color, you find yourself surrounded by the green of life. Small gardens and meadows covered in moss are plentiful, here, with tiny pools of water fed into from waterfalls in the distant peaks. The trees are larger here as well, climbable but only to certain heights and mostly used for housing. A giant one in particular can be found in the center of the forest, and is the hub of all communal activities. This forest is also where the dens are located. Rogue wolves and all military officials sleep on the frontlines in homes made out of the bases of trees. Selecting a density outside the designated zone is prohibited, as most dens are chosen due to their strategic placement at the base of a mountain. Guarding the Court dens above them. Hunting is prohibited here, as is the way of preserving and giving back to the earth. Creatures chased into the forest of Eternal Death are, however, free game.
    ---
    • Court Dens [ Elven Dens | Elder Dens | Terran Dens ]
    Traveling up a slight incline from the forest of Eternal Life finds you amidst the original Murkwood Court. There is (perceivably) only one path that leads up the mountain, with every den set side by side. And these particular housing arrangements are made out of natural stone built into the mountain itself, and are reserved for the elves and their families alone. Guests are welcomed but only when invited, and questioned unless accompanying an elf. The Elders and Terran quarters can be found higher still up the incline, but do not stray too far from the eyes and ears of the military forces. Least they risk being assassinated in their sleep.
    ---
    • Hidden Paths [ Multiple entrances and exits to different parts of the valley ]
    -Bloop-
    ---
    • Costal Causway [ Off-limits. Emergency exit. Boobytrapped ]
    -Bloop-
    ---
    • Bleeding Earth [ Seer Site ]
    Closer to the coast there is a mountain, much smaller than those that surround it. A hidden path leads up to a small plateau, covered in twisted trees barren of leaves, electric green moss, and a spindly, mat-like red vine that has overrun the forest floor. This place has been deemed sacred and reserved for the Terran, the elders, and those invited up upon request. All elven members are aware of it's presence but rarely seek out it's viewing. They respect the wishes of their mystic's. Rogues are kept in the dark unless absolutely necessary, or unless the pups spread gossip like their parents. Additionally, very few have actually seen the site itself, and some speculate it's actual existence. The Terran call this place the "Bleeding Earth", and it is here that they commune with nature and induce visions.


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Shia bean
Vice Captain

Prophet


Shia bean
Vice Captain

Prophet

PostPosted: Sat Jul 20, 2019 7:58 am
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    We begin our story at the peak of their tenth year, a period known as the ‘Fallen Era’.


    It began with a young king caught in the grips of a scandal; crowned and then dethroned nearly all at once at the behest of his elder counsel. His queen, who had been heavily involved, excused herself in an attempt to buffer the societal blows... but unfortunately the damage had already been done. The pair were marked by their actions. A 'lovers quarrel' to end their reign and, in great lengths, their reputations. A hardly unexpected outcome and yet... worrisome nonetheless.

    You see, since the dawning of their creation the Elven society had been overseen by a patriarchy. It was simply the way of things, tradition, and it had worked for years. But with the previous ruler deceased, his only son turned jester, and a long familial line known for producing female heirs; there was no one left within the royal court to lead.

    Well. No male left, at any rate.


    At around the same time their borders were encroached upon by outsiders. The strangers were called 'Trolls', a term used slyly and derogatory in fashion, and were too curious and too persistent for their own good. Every attempt to remain neutral or to ignore the problem altogether failed the Elves. What they needed was time to sort out their political affairs, but life had other plans. The Terran amongst them whispered of bad omens and the shifting of balances on the Earthen winds... and in the end they were right. The Trolls would make contact. They would be heard.

    But the Elves were not accustom to strangers traversing their land, let alone strong-arming their way past the thresholds. With no ruler to speak for them, the counsel were forced to show face. Their encounters were always tense. The counsel and pack at large were made uneasy in the presence of these crude, barbaric strangers. When the Trolls hinted at hostility and began to make demands, the nerves grew more intense. The Trolls were so few in comparison to the Elves and yet... mighty, even without a militia at their backs. Before they even knew what was transpiring, The Murkwood Court found themselves aligning with the strangers. It was all they could do to keep their wits, and lives, about them.

    There was an offer made and it was simple: in exchange for Troll protection, of which the Elves had never needed prior to the Trolls arrival, The Court would allow the Trolls free rein of their territory. The forests they called home... but it didn't matter that the strangers threatened the sanctity of their entire world. The Elves, although equipped with an army and the intimate knowledge of the land itself, were far too soft to challenge the might of these battle-hardened wolves. They had lost the first fight.

    And it led to a period of time where the Trolls and Elves would occupy the same space without bloodshed.


    One side created fear, fed off of it while the other submitted to it. The Troll presence increased within the territories main living quarter, a far cry from the original 'way-station on the border' arrangement. They took dens, forcing Elves to bed with them or out beneath the starlight. They stole kills and raided the trinkets being stored and coveted. Then, when the land began to bore them, they took to hounding the population itself. Troll males and females sought after the company of Elven males and females, in spite of sacred unions. The counsel of Elders were replaced by a single Troll Advisor, who began the quick rearrangement of pack dynamics. Moving The Murkwood Court closer to slavery. The looser lipped Trolls would reveal their hidden purposes, speaking of a 'home' territory and a much larger pack some ways off; waiting for their return. Of 'haunting's' and 'pillages' made in favor of a Tribe Leader. Of their brandings, large scars cut into the flesh of every Troll to denote their specific role and purpose in their ranks...

    It was a lot. More than the Elves expected. More than what some of them could handle. Tension was on the rise, and although The Court was meek by nature... there was a hint of hostility, reminiscent of anarchy, hanging in the air.

    The final straw was snapped when the youngest princess of Elven kind went missing.

    The Trolls had settled into their homeland way past the point of comfort. They made it quite clear that whatever intentions they had once had of leaving were dashed and, instead, they would simply reform what had already been established here. The Tribal Leader's son was a part of the band and demanded he be wed to the eldest princess, forever intertwining the bloodlines and more importantly solidifying his position as new King to The Court. But the resistance he was faced with was unexpected, and when the young princess was lost... the Elves suspected foul play.

    This bolstered their resolve. The Court Elders took to meeting in private, discussing ways of overthrowing the Trolls or, more likely, escaping them. And when the eldest princess caught wind of the meetings, she became instrumental in the 'Final Stand'.

    And what transpired next... is for the Chroniclers to recount, for it weaves the story of heroes and villains into one oddly united thread. Rest assured, the tale is worth the wait. Until then, sleep knowing you are safe...

    At least for the time being.





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The Court seeks asylum within the mountains of Kells.


    After weeks of thwarting their enemies every advances, the exhausted refugees had come to a crossroads. Continuing on at the pace they traveled would guarantee death... but to hole up and wait out the storm may very well ensure the same. In the end, the Elves were forced into respite. A rocky scar within the earth opened up before them, with it's large slabs of stone jutting out protectively overhead. It offered shelter from the elements, and cover from prying eyes.

    The first night would pass turbulently. It would feel like forever before a sign of hope crested the horizon.

    But forever was relative. On their second night, the sole surviving Terran would whisper the words 'sea of sighing purple' just as the pack readied for slumber. The Terran, an honest and precise female whose visions had saved them countless times already, woke the following day with a detailed understanding of the path she was meant to follow. The path that would lead them to their new home. And she took this information straight to the elders.

    When word spread, as it did with a ferocity amongst the Elves, the collective whispers were louder than usual. The tension had left many fearing for their lives, and the collective allowed that fear to steer them into skepticism. A few dared to challenge the vision that had been proposed, as well as the discussion on following through with it... How could they make the journey safely? They felt incredibly unsafe in the inexperienced hands of their warriors. They were fatigued and starved, which would make them slow. Easily picked off. The enemy could be anywhere at this point! And in the end, if the pack were to move forward, the collective would need to be reassured of their safety.

    So another night would pass with the Elves remaining tucked away in the rocks. Only, this night, the elders debated over a great many things and shortly thereafter agreed to open their ranks to outsiders. In order to rebuild what had been stripped of them, they needed the numbers. They needed help. The Murkwood Court needed allies.

    Once again when the word spread there was resistance. Which was expected. But when the reasoning's were laid out, and the terms set, the collective were in agreement. While a bold and dangerous move, not all strangers were Trolls.

    Which meant that some of them could be fodder instead.

    The pack traveled through the forests and over hills, exposed to clearings covered in unfamiliar scents. They hid when necessary, ran when required, but never once spotted a Troll. It was twilight when at last they arrived at the meadow. A sea of deep purple bells all drooping in their silent slumber, snoozing on the job as the The Court members made a safe passage through. With their Terran at the helm, they were guided to a hidden entryway cutting through the mountain.

    On the other side, they were met with a forest in a seemingly perpetual state of decay. Then, they found themselves stepping upon spongy green earth, vibrant and full of life. A giant tree rested in the center, it's roots large enough to crawl over and under. The mountains were shields against outsiders, and protected the lush valley from harm, but the valley itself was full of secrets. Entrances and exits littered the land, making travel from one location to another quick; so long as you knew where to step. To the far west, tucked within the valley still, was a low mountain that hid the future site of all Terran. And further still, a passageway covered in debris spilled out onto the coastal shoreline. A perfect escape route, should there ever be a need for escape.

    But until then, this was their new home.





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    They are, and always have been, a proud society of wolves.


    From the very beginning, when their culture was birthed into the land of Kells the Murkwood Court have seen tradition after tradition come, and stay, throughout the generations. Years they have lived, breathed, and fulfilled the wishes of elders before them, and although times are rapidly changing for the wolves of The Court; they are still finding ways to stay true to themselves.

    There are a number of perspectives and traditions in which most elves observe. It's important to note that not all elves uphold these beliefs.

    • Outsiders: At present, outsiders are invited to join their ranks but not entirely welcomed by all. The elves have always been rather prejudice against strangers, and although their numbers have thinned they are no less wary. They even have greater reasons to fear others, what with the assault from the Trolls being as devastating as it was... Outsiders who fall victim to the Sea of Sighing are checked over for 'brandings', which are scars on the body of all Trolls. If clear, they then wait for the wolves to rise and discuss their motives thereafter.

    • Gossip: Generally, an elven wolf will show outward kindness while harboring an internal disdain, which will manifest itself into gossip later on. Talking never ends in a society where tearing others down is sometimes the sport and goal of conversation. Rumors and whispers spread quickly. They are the small town where everyone knows everything, and nothing escapes the prying eyes of neighbors. Not all wolves share in the love for the talk, but those that don't are often gossiped about the most. Confrontation is their least favorite game, and elves rarely have to deal with it -- what with the culture of gossip being so commonplace. With the rise of rouges, however, they may soon come to change their ways.

    • Status: The elves hold themselves in the highest regard. They are eloquent, charming both physically and orally and graceful at almost every turn. Here, in The Murkwood Court, your reputation exceeds you or it cripples you. The general, day-to-day gossip may not put a stain on the status you keep, but leave your life mate? Mate outside of ceremony? Perform heinous war crimes against the Court? You might as well cast yourself out into the sea. But fret not, for the elves are generous in their ways and usually wolves who want to reclaim their former glory can do so. With a trinket here, or a juicy tid-bit of information there. Not all wolves share in this perspective, and some even find it silly.

    • Celebratory Creatures: Another way to bolster one's status is to host, participate, or be the cause of a celebration. Ceremonies were once prevalent within The Court, held for any number of reasons but mostly to get the pack together, to socialize, to mingle and gossip and play. To don their shiny stones and strange fabrics, twirling and whirling themselves around under the influences of psychedelic plants; as were native to their original home. Now, they are few in numbers and the reasons to party are rare in the face of fear. A need for security and protection doesn't always overrule the need for levity, but often it seems to.

    • Items: The escape from their old home might have been rushed, but elves priorities are rarely swayed from and what items they could carry in their mouths -- they did. Status, as mentioned above, is crucial. It can be earned in many ways but one of which is through the donning, or collecting, of items. The shinier the better. And the more you wear, the greater admiration you'll receive.
    OOC: Elves are treasure hoarders, and use items from time to time to barter amongst themselves. Mostly however, these trinkets and wearable artifacts are for show. They like to talk about what all they have, and show them off, and gain the admiration of their friends and 'enemies' alike.

    • Privacy: While they learn how to live cohesively along side rogues... with rouges, as the elders would insist... they tend to lean on their old ways of privacy. Their traditions are sacred, and as they are a prideful lot of wolves they would much rather keep their secrets over risking exposure and, in some cases, ridicule. Outsiders do not often understand the practices, after all. This goes for the smallest of things, like an affair perhaps, to the largest, like keeping their crafted language a secret from the new rogue ears. Elven wolves tend to always be keeping something back, and those unfamiliar with The Court are left to wonder. Elves do enjoy watching others squirm.

    • Respect: Although hardly consider respectful wolves by most outsiders, the elves really do believe in it; at least, the show of it. The elders tend to be the most tolerant and respectful, and earn the same from their followers. But aside from a general respect for another's home, trinket, or relationship, the elven sense of honor extends to their home in nature. The Court do not drain the forests of their resources but, instead, take care to stay aware of its evolutions and subtleties. Because of this, much of the pack has taken to befriending prey creatures in one form or another. Typically, the relationship is a working one, where prey are used for the hunt. But some are kept around for company. And others, to continue bolstering their numbers full of willing protectors.

    • Spirituality: There is no concrete religion here. The Terran pray to the earth itself, asking for wisdom and guidance to be shared. For some elves, they were raised to respect the earth and so they do so -- out of obligation. For others, it is a task done to ensure that the pack survives every season -- more pragmatic than metaphysical. And then there are those who believe that the earth breathes with them, and that there are spirits who want to commune regularly. It is entirely up to the wolf to decide where they stand, but The Murkwood Court as a whole are, undoubtedly, connected to the earth in a strange, beautiful way. They always have been. They always will be.



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PostPosted: Sat Jul 20, 2019 8:00 am
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    Head Elder (1) - (Locked) Eldest member.

    Elders (4) - (Locked) Pack leaders. All work in favor of the pack as a whole, but some may (unofficially) align their support with specific aspects of the pack and its members. They handle disputes and are officiators of life-mating ceremonies.
    -OOC: Will work with me/'alpha' closely!

    Terran (Seers) - (unlimited) The grounded, the connected. They mostly keep track of the lands overall health, looking into the past or future to determine suitable hunting times, where to send hunting parties, and when to avoid outings. Highly skilled. Highly respected. Some might even envy them entirely.
    -Oversee: Healers & Hunters

    Chroniclers (5) - (limited) Elven born survivors who keep track of the pack's history, tradition, religion and can recount such information from memory. They double as storytellers. Tend to be a part of every official gathering, ceremony, and trial. Are also rather 'in the know' of most rumors.

    Recruiter/Scout (7) - (temp-limited) Elven born survivors tasked with finding and recruiting rogue wolves as well as searching for signs of Troll activity. Must be stealthy. Are far more approachable than most of their pack, so as to attract new-comers.

    Marshals (2) - (Locked) Elven born survivors who oversee the soldiers and wardens. Communicators, quick thinkers, and action oriented wolves are preferred. They are required to inspect each and every wolf under their charge to ensure no Trolls slip through the cracks. They are at present keeping the Rogue population in check as well.
    -Oversee: Soldiers & Wardens

    Soldiers - (unlimited) Any wolf strong enough to fight and willing to protect the pack at all cost.
    << At this time rogues are limited to Healer, Soldier, and Warden ranks>>

    Wardens - (unlimited) Any wolf willing to guard and protect the pack grounds at all times. Work in rotation.
    << At this time rogues are limited to Healer, Soldier, and Warden ranks>>

    Healers (unlimited) Any wolf with the knowledge of medicinal herbs willing to mend minor to severe wounds.
    << At this time rogues are limited to Healer, Soldier, and Warden ranks>>

    Hunters (unlimited) Any wolf with the skill of the hunt. Providers for the pack.




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    Head Elder(temp name)
    - Beechbone | Shia bean

    Elders (4) - (Locked)
    - Hazel Lock | Shia Bean
    - Creeping Bramble | Felyn
    - Fern Valley | oo DeD
    -

    Terran (Seers) - (unlimited)
    - Sundew Scion | medigel

    Chroniclers (5) - (limited)
    - Roachspeak | Nym
    - Shaded Amaryllis | Mosh

    Recruiter/Scout (7) - (temp-limited)
    -

    Marshals (2) - (limited)
    - Shivering Aspen | Contest Winner
    - Fell Fire | RozeyBear

    Soldiers - (unlimited)
    -

    Wardens - (unlimited)
    -

    Healers (unlimited)
    -

    Hunters (unlimited)
    - Snapdragon | Kasai


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Shia bean
Vice Captain

Prophet


Shia bean
Vice Captain

Prophet

PostPosted: Sat Jul 20, 2019 8:26 am
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    General
    • Abide by all Gaian ToS and Kells Shop rules. Those come first, before any pack ruling. If you have a question, please PM/DM Shia.
    • Players, be kind. Be considerate. Respect your fellow Gaians.

    Lifemate Ceremonies: Updated!
    • In-shop life mate rules apply, however at this time The Murkwood Court is in no position to enforce their 'old' ways. The counsel has agreed to allow members and rogues alike to mate (and grieve) however they see fit. For OG members purposes: Partnerships were viewed as two 'Earth Bound' souls recognizing one another at long last. The bond was considered to be eternal during the peak of the Elven Kingdom. Divorces or separations of any kind were not performed/observed, and in the event of loss a widowed wolf was expected to remain alone, devoting their energy entirely to the pack until their own death. Those who chose to separate after a ceremony did so at their own discretion, knowing it would likely ruin their reputation. Behind the scenes, particularly when it came to the Royal Family and higher ranking members, it wasn't uncommon to find a few flings happening despite the separations/losses.
    • Partnerships held between any and all genders are smiled upon and the ceremonies a big occasion. At present, however, unions and their celebrations are far less extravagant and tend to be intimate, held between elders/Terran who 'officiate' and the couples themselves.
    • Rogue unions are more encouraged than they are discouraged. Prior to the Fallen Era, children born out of wed-lock would be shunned. At present, the Counsel welcomes most members regardless of how they find the pack.
    • Elders and Terran are the only ones who can officiate a partnership.

    Naming rules:
    • Elven children are given two-part names. The first is decided by the father upon birth, the second by their mother after 6 mo. (OOCly your character can already have both names pre-determined for certing purposes. Ex. 'Blooming Grove' or alternatively 'Snapdragon')
    • Tradition speaks of an Elven child's 'father-name' being a synonym or a spin-off of the father's given name. (Ex. 'Flower Bloom' fathered the child, 'Blooming Grove')
    • Tradition speaks of an Elven child's 'mother-name' being an attribute, landmark, or character trait that the child exhibits. (Ex. 'Blooming Grove', where a local grove covered in autumn leaves reminded the mother of her child)
    • Less common, but a custom shared with the older members is a third name claimed by the Elven child when they reach their second year. There is no clear format on how this name is chosen, or what the theme should be. This practice is fading quickly.
    • Rogues must keep their given names. The distinction helps differentiate between the true blood from the outsiders.
    • Rogues may utilize these naming traditions for their children, however, so long as those children are born within the pack.

    Language:
    • A soft, elegant speech was created during the first era, meant to segregate The Court's ancestors from the rest of the world. It was coveted, translations kept a secret, and passed down for generations. Now, archaic and dying, it is spoken only amongst the few remaining Elves in private, with their families and the Elders -- lest they attract any unwanted attention.
    • The language is forbidden out in public, and those caught using it are given fair warning before severe actions are taken. As it stands, no member is so stubborn as to risk their life, and so this has not been an issue.
    • OOC: To denote a shift into the The Courts secret language, please set the speech in all three text patterns (Underline, Italics, and Bold) as well as choosing a different color for the text itself. Any color will do, but please stick to one per character as it will represent the 'tone' of that wolf's particular voice. Wolves with similar colors might have similar vocal ranges, or cadences to their speech.
    (ie. "It is not safe to speak here." )

    Coat rules:
    • Original members tend to favor shades of brown, from deep to creamy, however there are currently no coat restrictions.

    Dye rules:
    • Simple and elegant dyes are preferred. Most elves choose shades of green, but have been known to explore the full spectrum of color.
    • Rogues may join with a dye already applied, regardless of the style.
    • Rogues who want a dye applied after joining are expected to abide by the dye restrictions. Choosing to do otherwise may result in their reputation being tarnished.


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    ((OOCly, this is your character. You choose the name that works for you! All that we ask is that you keep the naming tradition in mind, as it will enhance the RP environment. Additionally, players/wolves who choose not to abide by these rules may face IC inquiries and dirty looks. You knew what you were getting into when you joined.))


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PostPosted: Sat Jul 20, 2019 8:32 am
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    As a reminder, rogues are, at present, limited to three ranks. This is ICly relevant. In time they will have a chance to move into other roles should they wish to. All rogues will be required to participate in a recruiting RP with one of the scouts. This can either take place prior to The Court getting to the forest (back-logged, essentially, while the group was stationed at that rocky outpost) or when the pack is official, at which point all rogues will be considered new faces and maybe glared at.

    Rogues can opt to wait for a scout to fill the ranks (and then RP with said scout on an invitation) or choose from a list of encounters that would lead to your wolf being escorted to The Court's Valley.

    [List of Encounters to come...]



    Entering with a Rogue or OG member (already in shop)

    [b]Name[/b]:
    [b]Rogue or OG member[/b]: (Note, rogues must complete a recruit RP)
    [b]Rank[/b]: (At this time, rogues are limited to: Healer, Soldier, and Warden)
    [b]Personality Blurb[/b]:
    [b]History[/b]:


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Shia bean
Vice Captain

Prophet


Shia bean
Vice Captain

Prophet

PostPosted: Sat Jul 20, 2019 9:25 am
They're coming.
They're coming.
They're coming.
They're coming.
They're coming.
They're coming.
They're coming.
They're coming.
They're coming.
They're coming.
They're coming.
They're coming.
They're coming.
They're coming.
They're coming.
They're coming.
They're coming.
...Watch for Tusks....
 
PostPosted: Tue Aug 27, 2019 2:09 pm
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UPDATE -- 9/3/19 CONTEST IS LIVE!

Making changes to the wording in certain areas, condensing history tidbits, and fleshing out the upcoming contest! The surviving Terran, two elders, and a Marshal will be given away soon, so keep an eye out for that. ninja


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Shia bean
Vice Captain

Prophet


Shia bean
Vice Captain

Prophet

PostPosted: Tue Sep 03, 2019 11:21 am
Name: Hazel Lock
Rogue or OG member: OG
Rank: Elder
Personality Blurb: Hazel has had to grow up quickly. As a result, she dons confidence and stoicism with ease, mostly out of fear that she might ******** something up. A wise and innovative youth, giving the rest of the Elders a good run for their money (and plenty of reason to question tradition). She is a poised and level-headed female who wields her opinions like an expert swordswoman, only pride doesn't get in the way of her also seeing reason. She is protective of her family and pack, and like a mother will often put aside her own feelings in favor of the whole. She hasn't quite figured out the balance therein. Sometimes her desire for efficiency can become detrimental, particularly when she overlooks social etiquette in order to 'get a job done'. Being as determined as she is, however, Hazel nevertheless get's the job done.
History: A cousin to the late King and royal family, Hazel Lock has always known a life of leisure. She was frivolous, lazy, spoiled, up until the point when she couldn't be anymore. She took the invasion in stride at first, like most Elves, but quickly came to recognize it's seriousness when the Princess approached her with the escape plan -- and requested she lead the charge out.

Going from spoiled rich kid to appointed Elder was a transition she didn't quite expect, but is one she feels honored to uphold.  
PostPosted: Tue Sep 10, 2019 9:19 pm
RULES Update!


    The 'Life Mating' section of the rules has been updated! This better reflects the current state of things, with the Elves hoping to one day return to their former glory/traditions.

    So, I originally had it where, at present, Life Mating was observed and enforced. Wolves mating with rogues out of 'wed-lock' were more susceptible to judgement by the masses.

    The update allows all members (particularly those who have lost their mates) to grieve, stay single and widowed, or move on to find a new mate in either another Elf or a rogue member!

    How Elves want to go about dealing with the loss of a 'soulmate' and what that looks like/means for them is up to the player! Does it make every other relationship hollow thereafter? Does it free you to explore love elsewhere? Are they always with you? Some things to consider. smile
 

Shia bean
Vice Captain

Prophet


Shia bean
Vice Captain

Prophet

PostPosted: Wed Sep 11, 2019 6:56 am
! Ignore !!  
Reply
[OOC] Pack & Plot Recruitment

 
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