General (Most Packs) Hierarchy ~ Pack
Roles ~ Pack Lands ~ Pack Foci ~ Special Rules (Dust, Lightning, Spirit, Shadow, Packs)
Hierarchy:
Alpha Female: 1 wolf
Alpha Male: 1 wolf
Alphas are the leaders of the pack, what they say is law. They have the ability
to lead their pack in whichever way they see fit.
They are also the "paragon" of their particular element; and on their own lands and
on the unclaimed lands will show prowess over another wolf of a lower rank; even of a different element. Since they are always in
their element; they are so hard-core they bring the elements with them.
On their own territory, their power is undisputed. Alphas can do things that would be the paramount of power over their element; entire trees moving and twisting in the forest in groups; using wind to toss a couple of full grown wolves through the air! It is never wise to challenge the Alpha of a territory; however, Alphas must be sure only to use their charms in dire need; not for facetious reasons! In the Unclaimed
Territories, with the aid of their focus, only another alpha can
challenge their power. However, when an alpha steps onto a claimed
territory, they are no more powerful than that pack's beta.
Alphas ALSO are responsible for filling any 'roles' that are not assigned via having a Beta to fill them. For example; if a pack only has two 'Beta' wolves in it; the Alpha fills the other three roles themselves and trains Omega apprentices until they are suited to rise up in rank! There IS both an in-game and out of character reason for wolves not rising up in rank too quickly at times! For example, one cannot have an entire wolf pack of betas with no omegas! ~ Admin note
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Beta: 5 wolves, each with a 'pack role' Pack roles are assigned to the wolf based
on their skills and relationship to the Alphas. Thusly, the roles are given by
the Alphas, not chosen by the wolf.
Elemental power wise, on their own lands, they are second only to their alpha. Whereas an alpha can sustain their powers for quite a long time and control multiple things at once, Betas can only do a few things at once, and get more weary with work. When they step
into the Unclaimed Territories, their powers diminish accordingly,
though they still have enough elemental control to easily fend off an
omega. When they enter another pack's domain, they are only as powerful
as their omegas.
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Omega : up to 13 (or more) wolves, the enmasse 'group', most often will be
chosen as responsible for aiding in puppy-rearing and other tasks for the Alphas
and Betas such as providing entertainment, forming hunting groups, etc. They serve as Apprentices to the Beta 'roles' so that they may assist in said roles if needed or asked to by the Alpha.
As far as elemental power, Omegas are the weaker wolves of the group.
They have minor control over their element, meaning they can only perform one charm at a time, and not sustain for very long, which manifests best
when on their own pack lands, meaning an Omega still can fend off wolves of another element on their own lands.
When an omega walks the Unclaimed
Territories, their elemental power is further diminished, and competes
only with other omegas. Omegas on other pack lands are basically no
more than wolves of a different color; almost detached from their
focus, they can barely manifest any elemental charm.
**
Puppies: Puppies are not considered pack members, and thus under care of
the adults. When they turn 8 months of age, they can be accepted into the pack
as adult wolves. Puppies are required to have adult guardians that care for them.
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Pack Roles:
The pack roles all encompass a "primary" element. This does not mean that said pack role has to deal with that particular element; it is merely a good way to look at how the energies of the role work!
Heyoka: The Heyoka exists in the realm of Spirit. Heyoka are contrarian by nature, not to simply be contradictive but to offer guidance and often to portray the other side of the story.
Hunter: The Hunter embodies the element of Earth. A Hunter aids the pack by hunting and foraging for food, keeping the pack lands safe from invasion and knowing the lay of the land.
Warrior: The Warrior rests in Fire. A Warrior seeks first and foremost to expand the pack's territory. The Warrior presses forward in the face of adversity and attempts to keep the pack expanding.
Counselor: The Counselor represents the watery, emotional elements of the pack. A Counselor maintains the pack's integrity by offering gentle reminders and advice on how to proceed.
Sage: The Sage is Air. Cold, calculating logic that presents the pack alphas, betas and members with choices and likely outcomes. Sages are the voice of reason.
"The alpha wolves are not necessarily the strongest, the fastest,
or the smartest. High rank has more to do with attitude and confidence than
size or strength. Dominance also does not favor gender - either the alpha
male or the alpha female may be the overall "leader of the pack"." (Frequently
Asked Questions About Wolves. Wolf Park http://www.wolfpark.org/ )
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Pack Lands:
Each pack has it's own land where it's elemental "focus" is
strongest.
- Air ~ Quartz Peaks
- Earth ~ Emerald Forest
- Dust~ See "Special Rules" for Dust!
- Fire ~ Ruby Desert
- Lightning ~ Pearly Cliffs
- Shadow ~ Obsidian Cliffs / Gypsum Pools
- Spirit ~ Carnelian Isle
This elemental focus does several things for the wolves:
1. Gives them their unusual colors. The colors
are a function of the element and thus is the main factor in causing their
coats to be tinted in such ways. As the magic of the element flows around them,
the coat picks up it's undertones and manifests in a response to better fit
the element and to blend in. This is why you will never find a green fire wolf or a red air
wolf. It simply isn't possible! (Coat colors are also slightly related
to heredity, but only perhaps 25% at most.)
2. Gives them their abilities and charms.
3. Allows them the special bond with the element of their pack which give
them their tie to their chosen 'gods' or 'spirits'. Charms and abilities are STRONGER when a wolf is in their own territory!
~ Grave things happen when a wolf leaves it's pack for long periods
of time. The longer they are away from their elemental focus spot, the lesser their abilities are. They will even start to 'depigment' and return towards the normal coloration of a grey wolf (grey, cinnamon, black,
brown often in variegations over the body) instead of the often vivid colors of their element. Thus, you may see a mostly grey wolf perhaps with only a few vague spots that might show a hint of green perhaps, should a Crithean stray out too far from their element.
24 hours away: Coat colors begin to slightly dim, becoming dull and lackluster.
24-48 hours away: Only able to call upon their abilities/charms 50% of the
time. Coat colors are 50% diminished.
48-72 hours away: No longer able to call upon abilities or charms at ALL.
Coat colors go back to that of a normal grey wolf, some color of the element may remain, but it is very muted and near impossible to see.
If a wolf strays too far from their element, it will take TWO WEEKS of time re-absorbing that element to become imbued with the traits and charms again.
~ This "loss of color/abilities" is known as Displacement, and there is a specific ritual that needs to be done for each element to become integrated within it's fold again. Thus, it is possible to "switch elements", however, one must then take part in the ritual after gaining acceptance from the Alpha of that particular pack.
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Pack Foci:
Air: A 'whistling rock' - a spire of rock that raises towards
the sky as if ever reaching to her heights, located in the center of their
pack area, the Quartz Peaks.
Dust: See "Special Rules" for Dust!
Earth: A great ancient runic rock that sits in the middle
of their forest home. It is decorated with runes that are said to hold the
forest spirit's powers.
Fire: A deep fissure underground in the middle of their cave
system, in a cavern that is said to be 'sacred' of Karrash
Lightning: A glowing, rune-enchanted orb that floats seemingly mid-air in their packlands' center.
Shadow: The river that feeds the delta of the Gypsum Pools - at night, the water becomes as thick as tar on the Obsidian Cliffs.
Spirit: A great shimmering fountain in the midst of their packlands -- a strange creation that is made out of the very stones of the earth, who's waters are always crystal clear and seem to hold some sort of special sense about them. The wolves of spirit must return to their packlands at least once every 24 hours to maintain their abilities.
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Special Rules For Certain Packs:
Dust:
The Dust wolves are nomads, and have no claim to any land of their own, forbidden to enter any other claimed lands. Thus, they have a special hierarchy:
2 x "Cicerone" -- fancy word for "guide" aka, the leaders of the pack, alphas
1 x "Shaman" -- heyoka, the "spirit guide"
5 x "Stalker" -- food foragers, gatherers, hunters for the pack to ensure survival
2 x "Denmother" -- females only, take care of any pups born to the pack or adopted
1 x "Herbalist" -- herblore/wound healers, do have some magical ways of making herbs heal faster
1 x "Entertainer" -- entertainers, keep the spirits up of the pack
1 x "Advisor" -- counselor to the Cicerone
1 x "Scholar" -- sage, logical predictors of outcomes for the Cicerone
2 x "Protector" -- defenders of the pack
1 x "Mediator" -- "go between" the Cicerone and other packs if necessary
Lightning:
Alpha:The alpha of the Anord can be any one of the pack "roles" and always has final say over pack decisions.
Betas: The Anord have nine beta slots. The primary "four" for the roles of Counselor, Hunter, Sage, Heyoka and Warrior (minus whichever role the Alpha takes, of course, as the Alpha can be any role), and the other five for the "Beta" apprentices to each role.
Omegas: Like the other packs, there will be omegas. These are filled when a role already has a pair of members. We could still list them as Anord Omega Hunter, for example, but they are not in line for leadership until one of the pair leaves the pack.
Shadow:
Shadow wolves have a bit of a different pack system, since they have a limited amount of wolves that their 'element' can support at any given time. Being that they can only have 12 pack members at any time, they have different ranks regarding such:
Coimeadai: This is the "Alpha" of the Lanuin, charged with making all final decisions for the pack as well as assigning duties to the other wolves.
Paca: The remainder of the pack, divided into three roles:
Keeper: The keepers of the displacement ritual and the entrance to the Underworld. They also make the decisions on which wolves are allowed to breed within the pack, and how many of the pups are kept, as not all pups are able to be supported at any one time by the shadow element. There are always two keepers; a beta and an apprentice.
Defenders: Defenders of the packlands, the wolves within, and as well, the wolves of the Lanuin charged with keeping the Lan at bay in their Underground prison. Only for the most dedicated wolves that are willing to give their lives if it is necessary for the survival of the pack and the keeping of the lands safe from Lan. Seven wolves serve this role, one of which is the beta, the other apprentices.
Shaman: Those that keep the secrets of the shadow "element" as well as the rituals that go along with this. They are the pack's "spirit connection" with their Celestial and important for proving their worth as a pack. There will always be a Master and an Apprentice. The Master serves as the Beta Rank as well as the advisor to the Coimeadai.
Spirit:
Some of the wolves of the original Paragon (pre-elemental changes) did not fit in well with their packs and were said to be "lone" wolves, forever wandering the Unclaimed lands. When the great elemental changes began to take place in the packs, these wolves, frightened of what might be to come, found a way to leave the land mass itself. Of course, no currently living Paragonian wolf, save a select few Spiorad, understands how that leaving exactly happened...
Joining as a Spiorad:
1.You may join as an "original" Spiorad, meaning you are one of the wolves that left the lands eons ago and have been forever wandering the mists between the spirit realm and the "real world" until the recent confirmation of the material packlands of Carnelian Isle. You will, however, be no more than 40 years of age and have a history that likely involves your experiences as you have drifted from the spirit world to the material world.
2. You also can join as a "found" Spiorad, meaning you have been a lost wolf that has come across the new location of the Spiorad packlands (Carnelian Isle) in this current state of time. This type of joining means your wolf is a "normal" wolf age, and knows nothing of the disappearing and reapparing of the packlands. They have either been with another pack and have left to find their "origins" or have been wandering lost in the mist for years looking for their pack again.
SPECIAL Spiorad RULES: Spiorad are literally a "part of the mist". Some Spiorad are said to have become lost within the mists, or perhaps left the homelands and lost their way in the world. Thus, it is never really known how many Spiorad are in the pack at any one time, as often they are either reclused somewhere or perhaps they have wandered off.
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