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Reply [Pack] Iron Hides (Bluestone)
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Saint Vis


Timid Prophet

PostPosted: Mon Aug 19, 2019 7:56 pm
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OOC Owner: Saint Vis
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1. Locations and Mother Territory, Pack Ways
2. Pack History, Relations
3. Ranks

 
PostPosted: Mon Aug 19, 2019 7:59 pm
Location and Mother Territory


The Iron Hides are notorious for being a Nomadic Pack, who often tours around the land of Kells to find jobs to help those wolves in need. They work in mostly an entire pack, depending on if they have newborn pups or not. Although the pack is nomadic, during large meetings and breeding season they tend to stick close to their Mother Territory, a good sized set of caves in the Blue Stone at the edge of the Forest typically guarded by some bears.

The Iron Hides have rotations so their pack often moves in patterns to confuse their enemies. Often an Iron Hide Scout will be spotted before the pack is, or the Guardians as they often sit closer to the pack's outskirts. A Beta is sometimes around keeping an eye on the Guardian's shifts but if they are not there then a Head Guardian is stationed where most of the contact would take place.

Pack Ways

Breeding and Couples: Iron Hides are usually on the move, and are very systematic wolves. Successfully bred wolves must return to the Mother Territory to have their puppies and raise them. Fathers and Mothers are there for their pups, unless the Father is not in the picture then a Caretaker will surrogate and watch over the Mother. If a Parent is from outside of Iron Hides they are welcomed to stay within the Mother Territory for as long as they wish.

Here in Iron Hides there is no law over who you should love. And although Iron Hides is open to flings and outside-of-pack relations it is usually easier on the wolves and their pups to breed within the pack due to their nomadic life.

Puphood and Training: At weaning, pups will begin to learn the laws and ways of the Iron Hides. They are taught the basics for each rank and during their adolescence they go through a stage of selecting the one that they think best suits them. Just as they turn adult, they begin to train alongside a chosen wolf who has excelled at the rank chosen but isn't an elite. If the pup chooses to take on a family member's rank the family member is the mentor.

Seers: Are generally known to fill in the ranks of Omens. However, they are welcome to partake in any of the ranks to their choosing. Any insights they may share will be brought to Snow Rabbit. There are no seers right now.

Iron Hide Dye: To become an Iron Hide you must mark your fur with their symbol. This symbol can be in any colour but an off-blue grey is their general colouration. This does not need to be added to the character art and can be somewhere on the side that doesn't show on the character art. It is allowed to be placed anywhere on the wolf's body as long as it is visible or they can show it.

Naming/Pelt/Personality Information: There are no laws on what to look like or be named. Any wolf of all colours is welcomed to the Iron Hides. There are no personality limits, however, an evil wolf may find it hard to listen to the higher ups which is very needed in this pack. They may face exile if they do not listen to what the higher ups say. Ruining a mission is extremely serious. Chaotic wolves may be used for Morally-Challenging jobs the Iron Hides have been hired for.

Being Exiled: Ruining a mission without a good reason and not listening to a higher up and killing a wolf who can not defend itself would be the result of being exiled by the pack. There are channels and ways for a wolf to return, but it depends on the basis of their exiling. Challenging the Alpha is something that does occur, however depending on how the loser takes it or the means of the challenge, the loser or challenger maybe exiled.

When being exiled, all the Betas and the Alpha and Alphess will be present and a council will be met to decide on the wolf's sentencing.

Familiars: Familiars are very welcome, each set of familiar has a job or two they can apply to. In the Aids they can take up any rank that better suits them. Deer tend to stick to Harvester though.

 


Saint Vis


Timid Prophet



Saint Vis


Timid Prophet

PostPosted: Mon Aug 19, 2019 8:12 pm
Pack History


The Iron Hides have always been some sort of group; they first started many years ago as just a small gathering of wolves without a leader. They made it their nature to defend packs from large battles against others. In the mean time, the gathering would train each other and themselves in the art of battle. As time wore on it became very tough to continue to be a small group of wolves, without a pack law behind them to back them. As they continued to defend other packs without contingency for them, the death of a member opened their eyes to realise it was time to make their small gathering a strong pack. The laws where created by the initial five, the group's main wolf Iron stepped up into Alpha as the other four were made into Betas.

Soon enough more and more wolves joined the pack and it boomed. Soon enough the pack began to come up with ways in which other packs, or just other wolves in particular, could pay them for the Iron Hides' services. With Iron as a leader, the pack worked well and developed quickly.

However, at least a decade later Iron began to dwindle in health. Without any offspring of his own, as he had been infertile, he opened up to his pack about his ailments. Without any interest in stepping up the pack Iron grew weary and worried about the future of the pack he and his now late Betas had worked so hard to make into a better home. It was only until six months prior to Iron's death did a young male enter the pack wishing to learn Iron's ways. His name was Snow Rabbit, and although the young albino male was blind Iron would relate to him for lacking an eye since he was really young.

Within six months Snow Rabbit went through extensive training and at the end of Iron's life he wished Snow Rabbit to step up into the role of Alpha. Accepting Iron's wishes, Snow Rabbit took up the helm for the old wolf and began to run the Iron Hides once again.

Relations


The Crows - Big Bad and Snow Rabbit have a brotherly bond, and because of the two Alphas' good nature their packs tend to mingle often. Iron Hides aren't assassins like The Crows are, however an Iron Hide will often be hired by the Crows to help them with protection and defence in the tougher Crow jobs. Snow Rabbit will not make any wolf go through a Crow job, only those who will sign up for them.

Sand Raiders - Like Big Bad, Night Fell and Snow Rabbit have a brotherly bond. Iron Hides don't often travel into the desert due to Snow Rabbits' albinism however, when they do they often shack up with the Sand Raiders to do their jobs. They are often hired by the Sand Raiders to protect them during raids. Like the Crows, no Iron Hide is forced to do a job with the Thieves of the Desert. The Merchants of the Iron Hides enjoy trading with the Raiders though, as they often find delicate and different treasures.
 
PostPosted: Tue Feb 04, 2020 1:23 pm
Ranks

Leadership
These ranks either lead jobs or have something to do with the overall of the pack to keep it going. It is a requirement to have at least plot-based activity. After 6 months of no plot activity and 1 year of no role play activity, the Alpha will contact you to inquire if you are still interested in being a Leadership rank.

Alpha 1/1
The main leader of the pack. Not at all is this rank determined by any set family and it must be a pack-voted wolf. The founding Alpha knew that to be an Alpha in a mercenary-based pack that it would be best to not make it a sparring-based or challenge-based decision.

Although they are considered a part of the Battalion, they are also considered an at-home rank unless requested in a job.

The Alpha(ess) are in charge of acquiring jobs for the pack to then either be distributed by them or the Betas. If the jobs are large enough to need two groups of wolves, the Alpha(ess) will take on the job with a Beta and their group.
If the job requires the assistance of the pack in its entirety, both the Alpha and the Alphess will lead together.

Alphess 0/1
10 points. 10 Titles. Need 1 rp with Alpha
This wolf is not determined by where she sits with the Alpha, she must be able to keep up with the Alpha and be very well versed in the politics of the pack. Although it doesn't depend on the relationship to the Alpha, they must get along. She also must be very apt in at least two of the other ranks in order to fill this role. If the Alphess is a Seer she doesn't need to join on the jobs nor know another rank.

She tends to stick closer to the pack and helps the Aid run while the Alpha is out. She can be particularly requested to fill out a job though.

Omens 0/4 for now
No Points Required - Needs to be a Seer
Omens are the Seers, they are in charge of foreseeing the future of each job, if they can. Omens are also in charge of watching over females who are about to give birth and aiding the Healers. The Omens may also choose to join jobs or helping delegate payment instead of being wih the Healers and new mothers.

Betas 1/4
5 points, Needs to have been at least 2 Ranks; At least one in Battalion and one in Aid. 5 Titles. Needs one RP with the Alpha.
The Four Betas are in charge of delegating the jobs the Alpha and the Alphess are given. They are also the wolves who often lead the jobs. The Iron Hides try not to overwhelm their wolves by making four-six jobs go through the system at a time.
They also act as the Commanders of the Defenders, Strikers, Stalkers and Scouts.

Teachers 1/5 (to be 2/5) for now.
5 points. Needs to have been 4 different Ranks.
The Five Teachers are more of a position that has pull over all the ranks, but does not lead any rank in particular. Teachers are those who have prompted and joined different ranks for a good amount of time to learn what the ranks of Iron Hides has to offer. To become a Teacher, a wolf will change to at least four different ranks and learn each rank to train and teach other wolves. Teachers often work best when there is more than one, enabling a rotation so that there is always one Teacher in the Mother Territory teaching the offspring and one Teacher with the pack whilst Iron Hides traverses its Nomadic traditions.
There is a Familiar Teacher Slot: 0/1

Battalion
The Battalion are listed below, which are the Mercenary Ranks.

Defenders (Unlimited)
The burliest of the wolves, Defenders are generally the ones who sit on the front line of their groups to defend the other fighters. They are usually tougher in skin and can take hits or nips much easier. These wolves are also known to be able to throw others really well, or even throw themselves and take out many other wolves.

Strikers (Unlimited)
These wolves often pair up with any of the Battalion to deliver the most blows. They sharpen their claws and fangs with the help of raccoons and bears. They are what humans would consider the swordsmen, sharp and ready to deliver offence if they are needed.

Stalkers (Unlimited)
Generally smaller wolves, these wolves are the notorious tree-climbers. Those wolves who were raised in the pack who are runts tend to lean into this rank. These wolves are trained to attack from above, or watch the happenings from the trees or cliff-ledges depending on where they are.

Launchers (Unlimited)
Launchers are birds or winged creatures that are bonded or just paired with the Stalkers. They often find trees or cliffs to perch on and by the command of the Stalkers, they strike down with their (usually) talons and beak. The bird Launchers tend to have sharpened claws or wear gear over their talons/hooves that are made of sharp objects and act like armour. It's not uncommon for them to have something on their heads to help with their beaks/not-sharp-teethed-area as well. Sometimes Launchers decides to bond with Strikers or Defenders.

Brawlers (Unlimited)
Bears and Pumas that wish to be in the Battalion with the Defenders and Strikers. Bears and Pumas can decide what their expertise are! Whether they act like a Defender or Striker is up to them. Raccoons may choose to also be Brawlers and may choose to also be with Stalkers.

Stealth (Unlimited)
Stealths are Raccoons, Pumas, or any familiar that can pull off scouting stealthily, that scout out ahead of the wolves to help them with battles. Stealths can choose to stay in the trees with the Stalkers until they are required to ok the area ahead of them. It is not rare to see an Iron Hide Hare join the Stealth ranks! No one expects the hares.

Aid
The Aid are listed below, they are the ranks that help the Iron Hides work while jobs are distributed to the Battalion. Any familiar may take up any of the ranks below, they do not have set ranks.
Due to the fact the Betas are in charge of so much, each Aid Rank has one or two (usually one, though Guardians often have two) Elites who act like the Head of their ranks. To gain this Elite Rank a wolf must prove themselves worthy.

Merchants 0/4 - Not including 1-2 Elite Merchants.
Elite Merchants: 0/2
3 Rps for Normal Merchant + 3 Titles + An Alpha RP Requesting to become a Merchant
For Elite - 5 Points + 2 Trade Rps + An Alpha RP for Promotion + 5 Titles (Different from the Title to Acquire Merchant Rank)/color]

The Merchants are up to four Iron Hides who are in charge of giving each Iron Hide who does a job their rewards. They also are given these rewards by those Scouts or the wolf who obtains the job for the pack. They also deal and strike up contracts with other packs who have a merchant rank or role within them.
If Iron Hides becomes more and more populated this number of slots to fill may go up. Merchants are in charge of dealing with Trading Roleplays and are required for wolves who wish to Trade. Please only try for this rank if you can rp a little bit and fill out some forms!

Scouts (Unlimited)
Elite Scouts: 0/2
Scouts adventure out of the pack mainly to aid the Hunters with finding good game areas that aren't within another pack's territories (unless given the ok by the other pack). However, some Scouts are sent out by the Alphas to retrieve job offerings or find new ones for the Battalion. If the entire pack is required for the job, some of the Scouts may go and join the Stalkers as Scouts are often taught how to climb trees to better their rank.

Hunters (Unlimited)
Elite Hunters: 0/2
Hunters are the wolves who go out and retrieve game for the pack to eat. They work closely with the Scouts to find good game areas when the Scouts aren't busy getting the pack jobs. When the pack is required for a job, Hunters may join the Battalion in any rank to help aid the job's completion. Hunters tend to lean towards Strikers but are given the open window to join any of the ranks to aid.

Guardians (Unlimited)
Elite Guardians: 0/2
Guardians are the backbone of the pack, and are required to keep the entire pack safe as it moves and settles between jobs. The Guardians are usually the rank that does not leave their post, however if the job is big enough to need the entirety of the pack, Guardians join the Strikers or the Defenders to help with the job. Sometimes, Guardians may choose to aid the Brawlers.

Healers (Unlimited)
Elite Healer and Caretaker and Harvester: 0/3
Healers are probably the most busiest of rank in the Iron Hides' Aid ranks. They are required to take care of all ranks who sustain injury. These wolves tend to be more hardy via sleep schedules as they are required to be awake for long hours.

Caretakers (Unlimited)
These wolves tend to help the Healers a lot, especially when the Healers need to have a moment to sleep. Caretakers though, are around to help with the upbringing of the pups within the pack. Caretakers will stay with the injured, Healers, and parent(s) of the newborn pups. A Scout will often stay with them as well and go between the pack and the group if the pups are born during the exploration period of the pack.

Harvesters
Familiars who help the Caretakers and Healers with whatever they need. Often the Harvesters are in charge of helping Healers find herbs and plants that will help them heal those injured. Sometimes, Harvesters are other animals but are most of the time they are Deer/Elk.
 


Saint Vis


Timid Prophet



Saint Vis


Timid Prophet

PostPosted: Wed Apr 01, 2020 2:28 pm

Obtaining Higher Ranks

  • To Gain A Point You Must: Finish 3 Rps or a Monthly Prompt that enables you to gain a point instead of a Title.
  • For each Leadership Rank there are different sets of Requirements you need to advise by before gaining that Rank. (please refer up to the Rank Descriptions above to see what each Leadership Rank requires of you).
  • To gain an Elite Rank one will need 5 ranks and 2 Titles and an RP with the Alpha to express their promotion.
  • To gain a Merchant Rank refer to Rank list above!


Jobs, Sparring and Hunting


Rules:

  1. These are for fun and activity in Iron Hides!
  2. Hit Points: Every Aid Wolf Starts With 25hp, Every Battalion Wolf starts with 35hp, Every Leadership Wolf starts with 40hp. Titles that add HP points do not stack. HP is used in Pack-Wide Hunts and Battle-Based Jobs that are within the pack. It resets after your wolf has a week-long rest (you may rp your wolf as injured outside of that job and hunt).
  3. Because HP is not a Kells-Wide-Increment please note that a Battle-Based Job will have an HP Gauge of the target!!
  4. If a Hunt skips a month please do not feel bad or upset! We all have lives offline and it's ok to skip out once in awhile~.
  5. Spars are always open to happen in the pack! Please feel free to spar on your own terms.
  6. Pack-Wide Hunts happen only twice a month, never more. There is a 10 Wolf Capacity!. 2 Wolves PER Owner are allowed to join as to make sure every rper gets a chance. These numbers may raise as we get more members!
  7. Please refrain from god modding or power playing. No wolf is a Mary Sue.
  8. For every Mercenary Battalion Job new rules and ways to win will be presented. That's why there is no header for how a job will work. If this changes an announcement will be made!!
  9. Sparring is not hp-based like Hunts and Jobs are.
  10. Please at the header of each post in Hunts and Jobs(that have fighting in them) place your wolf's hp. If your wolf has a Title that adds to the hp place the Title in the header as well and how much it adds.
  11. Wolf Death is only up to you. If your wolf hits 0hp you are more than welcome to saying they were knocked out or they fled at 0hp. Please do not feel pressured for the death of your wolves!! Iron Hides is not a new pack, they also train their wolves very well and they will generally know when it is time to give up. I will however not tell you to not kill your wolf off that is, as stated, completely up to you! However, under 10hp is a definite injury, under 5hp your wolf will be injured for a good amount of time.


How Spar Matches Work:
  • Most times Spar Matches aren't for brutality. Your wolf usually is given a lot of time to rest and work up their adrenaline and get ready for the spar. Extreme injury is absolutely rare and will be up to the rpers.
  • Matches will last 6 rounds (three numbers each), each wolf will roll a D20 Anything under 10 will be a miss, anything over a 10 will be a hit. The wolf with the highest number will win the match and continue on to a new match when all the other matches finish.
  • You may start the Matches to Spars on your own, please use the [MATCH] tagline and keep titles easy (generally the wolf vs the wolf). If you wish to make your own rules or spar-fashion please feel free, however post rules in the first post so I understand what I am looking at! Happy Sparring.


How Pack-Wide Hunting Works
(Please feel free to do small hunts in rps in any way you wish to! This is just for the pack-wide hunting.)
2 months after every pack-wide hunting the cache will be deemed empty. An Elite Hunter (or Hunter if there are no Elites) will request the Alpha to announce a pack-wide hunt! Pack-Wide Hunts are able to be held twice a month but are generally held once a month!

  • The Alpha will make the Pack-Wide-Hunt Thread and create a Posting Order! The Alpha also will decide on what hit di will be used at the beginning of each hunt so keep your eyes peeled!
  • The Elite Hunter will roll a d20 and from the list below that will be the prey for the pack hunt of that hunt. These prey are generally larger and meatier so that the pack may feast on it openly.
  • Each wolf who signs up to the hunt adds 20 hp to the prey. (A 10 wolf pack hunt will make the prey have 200 hp.)
  • Depending on how much the hit-di is, each wolf will take turns attacking the prey until the prey has died. Take note that the prey also has a turn, and may attack a wolf or two. -- The Alpha Plays the Prey!


List of Pack-Wide Hunt Prey:
  1. Wild Boar
  2. Moose
  3. Elk
  4. Buffalo
  5. 2 Deer (HP will be for both deer).

 
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[Pack] Iron Hides (Bluestone)

 
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