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Reply [OOC] Pack & Plot Recruitment
[Pack I/T] The Deep [Spirit Hunters] OFFICIAL! Goto Page: 1 2 [>] [»|]

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oo Ded

Lonely Phantom

PostPosted: Thu Oct 03, 2019 12:48 pm
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we are of this earth and through might and glory we will replenish it


    Welcome to the interest/plot thread for The Deep, home of the Spirit Hunters. This is a warrior-based, cult-like pack with the main belief revolving around thinking that 'spirits' and other 'magic-touched' individuals have stolen life force from the earth. It is the pack's duty, then, to eliminate these individuals in an effort to return life energy to the earth. I'll probably replace this intro with something more poetic idk.

    Note that this thread and concept is still under development and changes, so I'll update when things are added or changed~

    OOC Owner: oo DeD
      Discord: DeD(#6666)

    IC Leader: Heart of Glory (quested by oo DeD)
    Thanks to Krys and Fel for help with the concept! emotion_kirakira


    Disclaimer: This pack involves concepts of hunting other wolves and familiars. It should be noted that any violence between characters requires the consent of all players involved. Aka. don't go attacking other wolves without the permission of their owner <3


    Announcements / News
  • 11.21 : The base essentials are pretty close to done! As the concept is more developed and we gain more members I'll be working out more details such as:
    ---Duels; A way to list out 'rank/prestige/achievement'; A list and description of titles/scars that you might see in the pack; A timeline of pack history
  • 12.1 : A possible Stat/Duel system is in the works! Go HERE for details!
  • 3.3 : The Factions post as been posted, along with a list of known faction members and members that are open to having family members quested for! Also, the location for The Deep has been moved to The Forest, to make more IC sense with the introduction of The Veil
 
PostPosted: Thu Oct 03, 2019 12:48 pm
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    Once...
      The roots of the pack run deep and old, though most of the early details have been lost to time. What does remain is a longstanding reverence for nature. For many, many generations the pack revolved around a great amount of worship for the world around them. They were a peaceful pack, then. Isolationist and tucked away from other packs, they lived deep in the forest where they could perform ceremonies and rituals in honor of the world that gave them life.

      The change between now and then wasn't sudden. Neither did it creep into the pack, slowly and inconspicuously. Instead, there were few but prominent events that led to a stark change in mentality.

      First came famine. Prey numbers slowly dwindled in the pack territory. Members went hungry. It was a mix of things that prevented the pack from uprooting and searching for new hunting grounds. First were ties to the ancestral home, the deep woods that gave them their life and their name. Second were the beliefs of the pack leadership that nature provided and, if they were having troubles now, then it was for good reason and through proper worship of the earth their fortunes would change.

      Then came plague. The first wolves fell ill from what prey they could find. Plague swept through that pack's already dwindling numbers like wildfire. Pack members wept and cried out. What had they done wrong? Why had the world turned against them?

      It was when the leadership fell apart that the mentality changed. More spiritual members of the pack turned the blame away from themselves. They did all they could to appease nature, so why was everything still being taken from them? There must have been something wrong with the world, impeding its ability to provide. The bull-headed son of the fallen alpha took this mentality even farther. What was happening to the world that was taking away its ability to provide? Well, perhaps it had something to do with the mystical creatures that were roaming the lands. Beings that could see into the future, or who were unnaturally colored.

      Things changed quickly from that point. The once peaceful pack became bitter and angry. Their ranks shifted and their military grew. They had to fight back. If not for them, then for the world.

      It’s only what is right.


    Timeline

    • Long ago: The old ways were a part of the pack for generation after generation. The pack was quiet and devout, fiercely loyal both to themselves and to the earth. It was peaceful, then. They kept to themselves and their world-worshipping rituals.

    • Five Generations Ago: Famine came first, driving prey numbers down in the land near The Deep, the ancestral home far in the woods. Loyalty to the home and beliefs that the world would provide when able kept the pack from uprooting. It was stubbornness and faith that kept them in place, but no amount of faith could keep doubt from uprooting…

    • Four Generations Ago: Despite what the most faithful spiritual leaders of the pack said, the famine didn't cease. Even worse, an illness seemed to be spreading from what prey they could find. The plague hit the pack's dwindling numbers hard and fast and seemed to be a fuel to the dissenting fire. Members became jaded. Angry. They were furious with their situation and turned the blame outwards, representing the real birth of the modernist movement.

    • Two Generations Ago: During the time of Glory's Grandfather, the Modernist movement hit it's stride. The alpha took power in his youth following the loss of his father to plague and replaced his father's advisors with close (and notably modern-thinking) allies. Though there were still respected traditionalists in the pack, they have never since regained a majority impact. The culture of the pack today closely resembles how it was two generations prior to Year One

    • Year Zero: (Refers to events occurring Winter 2020 IRL and prior)

    • Year One: (Defined as starting in Spring 2020 IRL)
 

oo Ded

Lonely Phantom


oo Ded

Lonely Phantom

PostPosted: Thu Oct 03, 2019 12:48 pm
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    Now...
      Five generations have come and gone since the pack went through its drastic change, and only remnants of what the pack once was still remain. Even its name, once referring to the deep and life-filled woods, has shifted towards something more... menacing. The Deep, where something dark lurks. The pack still worships the world around them, but now that worship comes with an angry vengeance. They have taken it upon themselves to become more militaristic. They will save this world by hunting down those they have deemed to have stolen from it, even if they have to do it one by one.


    Atmosphere / Stereotypes
      The atmosphere of the pack is intense and competative. It can at times also come across as secretive and almost cult-like. They are often describes as being a violent and militaristic group, especially to outsiders that encounter the fighters of the pack more than they do the civilians. The pack places a high value on strength. They have little patience for those who cannot hold their own in battle. Those who are true believers in the pack's mission come across as being very focused on their goals. As you venture deeper into the pack's core, you can find that competitiveness is a trait that is even more prominent and admired than sheer strength. There is a strong push for members to be the best at what they do: fighters are pushed to be the strongest, strategists are pushed to be the smartest, healers are pushed to be the most skilled, etc. While all pack members are trained in the art of battle, the feeling of competition seems to spread throughout all manners of life here.

    Laws
    • Actions that disrespect nature will not be tolerated; unnecessary killing will result in disciplinary action to be decided upon by the Alpha, Commanders, and Ministers.
    • Spirits are to be hunted and killed. (See the definitions of "Spirits" below)
    • Collusion with Spirits will not be tolerated. Known collusion will result in exile. (See the definitions of "Spirits" below)
    • Outsiders are not allowed in the pack homelands outside of special circumstances.
    • Breeding outside of the pack is allowed, though breeding with spirits will result in exile and the death of resulting children. (See the definitions of "Spirits" below)
    • Disputes between pack members will be overseen by the Alpha, Commanders, and Ministers.

    Spirits
      The pack believes that, by hunting down individuals that have stolen energy from the world, they will keep it from dying. They have defined these individuals as 'spirits.' There are differing levels of extremists in the pack and, depending on a pack member's belief, their definition of spirits (and thusly their belief in who should be hunted) may vary.
    • The general population defines spirits as including seers, empaths, and ethereals
    • Slightly more extreme members may also lump 'spirit-touched' individuals in with 'spirits.' These individuals include those who have obvious blood-heritage from the 'spirits' defined above, such as those carrying seer-genes (males with purple eyes or anyone with purple heterochromia may be lumped in), or dires and berserkers that have pelt colors as a result from ethereal parentage.
    • The most extreme pack members will also hunt individuals with a large amount of brightly-colored dye if they are unable to differentiate them from natural pelt colors. This extreme belief level is uncommon.
    • The definition of 'spirits' can vary from individual to individual, and can be influenced by outside beliefs to make for some juicy plots >> <<

    Colors, Dyes, and Races
    • Natural colors are favored. Old blooded members favor earth tones though, generally, base colors that are allowed for direwolves/berserkers/wolf-dogs (ranging to desaturated blues/reds/greens/etc.) are allowed. Those with bright dyes may be faced with discrimination (though they are not technically banned), depending on the amount. Dull and natural-colored dyes are more okay, and members may decorate their pelts with mud and blood. Basically and generally speaking:
    • Allowed without discrimination: All natural base color tones. Natural/neutral-toned dyes (including blood red).
    • Allowed with minimal discrimination: Unnaturally-colored bright dye approx. <20% of body (attitude varies from member to member)
    • Allowed with moderate discrimination: Unnaturally-colored bright dye approx. 20-50% of body (attitude varies from member to member)
    • Not Allowed, potentially hunted: Unnatural body colors, Ethereals, Purple-eyed individuals, unnaturally-colored bright dye >50% of body (though this varies, and if you want to join a wolf with a lot of dye we could make it work!)
    • There is no discrimination against items.
    • All wolf breeds are allowed except Ethereals, though strong and powerful features are more generally favored.
    • All familiar breeds are okay. The same coloration rules apply.

    Naming
    • There are no standard naming conventions. The oldest bloodlines in the pack have poetic, nature-themed names as a tie back to their nature-worshipping roots. In recent history, there has been a growing favor for names that invoke power and strength.

    Breeding & Lifemating
    • Flings are allowed, both within and outside of the pack.
    • Lifemating is recognized, though it is acknowledged that breeding outside of a lifemating may occur.
    • It is encouraged to breed for strength.
    • Children that are brought back to the pack (or born to a pair of pack members) that exhibit Spirit traits (seers, seer-gene eyes, or ethereal pelts) are likely to be killed and the parent exiled. It is not unheard of for parents to abandon such children outside the pack for this reason.

    Scarification and Rank
      While the pack doesn't encourage dyes, they do support displays of glory, rank, and achievement. Being battle oriented, they implement decorative scarification that symbolize achievement. The Lead Historian is in charge of giving these scars and making sure all historians recognize the story behind each one. Imitating these scars (getting or giving decorative scars not from the lead historian) is seen as cowardly. That being said, as they are a battle-oriented pack, non-glory-related battle scars are often seen as attractive.
      Scars gained ICly do not need to be on a character's official art. There will be a thread in the subforum to document known markings of glory and to note members that hold places of 'honor' and 'rank' due to their IC achievements.

    Military Life
      The militaristic arm of the pack works in close groups (generally of 3-6) referred to as Crews. They train often and are the ones that do arranged hunts for spirits. They are also in charge of hunting, as a part of revolving duties. While all crews have their revolving duties, specific crews can specialize in specific skills.

    Civilian Life
      While most members of the pack is focused on warfare and combat, the necessary for civilian roles are acknowledged. Civilians are in charge of all cultural affairs and any and all homekeeping. There are generally less members in civilian roles than in military ones IC, with the assumption that there are NPCs filling out the roles of military should there be a high number of PC civilians. Though their jobs may not be focused on battle, all civilians are still trained in fighting and are expected to be able to hold their own in combat.
 
PostPosted: Thu Oct 03, 2019 12:48 pm
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-map-


      Members of The Deep are somewhat nomadic in nature. While pack leadership ultimately decides where they go, they tend to follow an approximately yearly pattern of migration.
      There does exist an ancestral homeland in The Forest that they visit around twice a year. There are often celebrations and festivals whenever they are home.


    The Deep
      "The Deep" is both the name of the pack, and the name of the pack's ancestral home. The traditional pack lands are located in a particularly dense portion of the Southeast region of The Forest. Dens and ceremonial grounds can be found here, where the trunks of the large bare trees provide for shelters where they have grown up against a rocky cliff face. With the pack's somewhat migratory nature, the pack is in The Deep twice a year for three months at a time, with official "homecoming" celebrations held during the Summer and Winter Solstices. Effectively, this means they are in their homelands during Summer and Winter, and are farther from their homelands during Spring and Autumn.



      Pack Landmarks tbd
 

oo Ded

Lonely Phantom


oo Ded

Lonely Phantom

PostPosted: Thu Oct 03, 2019 12:49 pm
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Summer Homecoming
    When the pack returns to the homelands for the summer, it is celebrated as a time of life, and a time of looking forward. It is a time of great celebration, and is probably the time in the pack that is least focused on battle and on the hunt. The Summer Homecoming is marked by the Head Historian, who keeps track of the seasons. It begins with the initial return to the familial homelands and is usually marked by a hunting competition that lasts the first week, which ends with a feast. The competition is usually followed by week-long festivities that celebrate life and looking forward. Pups and young adults are particularly celebrated and are given spots of priority during any feasts and any games. During the second week there are ceremonies to officiate the marriage of any pack members that wish to wed (this is the only time that the pack hosts formal weddings). It isn't uncommon for matchmaking to also be on the mind during the Summer Homecoming.

Winter Homecoming
    In comparison to the Summer Homecoming, the Winter homecoming is much more subdued. This is a time for remembering that past and focus on the pack's ultimate goal: to renew life to the world. The pack lands during this time are cold and nearly lifeless, driving the pack beliefs that the earth is dying. There are no feasts during this time, and the pack makes a point to only hunt as much as they need to squeak by. Instead, this homecoming is celebrated by the building of strength. Dueling competitions are common, alongside other events that celebrate warfare and battle.

Marriage
    Marriage ceremonies are held only during one period of time during the year: the second week of the Summer Homecoming. Ceremonies are overseen always by the Head Historian and at least one Minister, though other ranking members such as the Alpha and Commanders may be in attendance. Calling back to the pack's roots, ceremonies are often based in nature and revolve around tying the married couple both to each other and to the earth. Marriage ceremonies do not necessarily need to be between one male and one female, as the pack is open to different types of relationships.
 
PostPosted: Thu Oct 03, 2019 12:49 pm
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    The different factions of the pack represent the different 'political' beliefs that wolves might hold. There is no official distinction between factions (that is, they aren't official groups), though particular members or families might be strong proponents of their beliefs. Wolves may hold the beliefs of any faction without being an official part of a political group. They may choose how loudly they express their beliefs.

    PM/DM DeD if you have a:
  • Member/Family in a known faction that you'd like to have listed
  • Member/Family that you are open to letting others quest custom family members for (with your permission)
  • Custom concepts (individual or family) that you'd like to have part of a faction


    Traditional
      Traditionally minded wolves stick more to the 'old ways.' They hold a great reverence towards nature. They can be isolationist and almost mystical in their behavior. They can still be hard-bitten, tough, and battle ready. They are, however, less prejudiced and extreme in comparison to the Modernists. Extreme traditional characters might think that modernist characters have perverted the original was and beliefs of the pack.

      Beliefs on Colors and Breeds:
    • They are the most open when it comes to coloration. While they are still wary about wolves that are covered in brightly-colored dye, they tend to let it slide. Still, they are unlikely to be open to seers/seerbloods/ethereals/etherealblooded

      Known Members/Families:
    • [Tribute] – [Felyn] : Sister to the alpha, she is more earth-worshipping and keeps Glory down to earth
      Open for custom-in family?
        Not at the moment



    Moderate
      Moderate wolves can be any flavor in-between Traditional and Modernist wolves. There is no discrete definition of their beliefs.

      Beliefs on Colors and Breeds:
    • This can vary greatly from individual to individual. Some may be open to all colorations, some may be open on the condition that colored individuals can prove they are not spirit-touched, and some maybe just as discriminatory as Modernists.

      Known Members/Families:
    • [Heart of Glory] – [oo DeD] : The alpha is a Modernist-leaning moderate. At the time, he listens greatly to his modernist advisors, though he seems grounded enough in reason to allow for exceptions in extreme modernist mentalities. The alpha's bloodline is known to have been moderate for many generations, though they waver between leaning towards traditional or modern mentalities.
      Open for custom-in family?
        Not at the moment



    Modernist
      Modernist wolves believe strongly in the idea that Spirits are stealing life-energy from the earth. They are more gung-ho into the spirit-hunting aspect of the pact. They are still earth-worshipping, but in a much more jaded way. They can be xenophobic, eerie, and almost cult-like in their beliefs. Extreme modernists might think that traditional characters are too soft and complacent. The Modernist mindset originated around 5 generations ago, though it only grew to prominence generations ago.

      Beliefs on Colors and Breeds:
    • Modernists are the least welcoming of the pack. They might turn up their nose even at wolves that are technically allowed in the pack if they bear colored dye.

      Known Members/Families:
    • [Eyes in the Dark] – [oo DeD] : An old-blooded warrior, Eyes' ancestors were early in adopting the modernist mindset.
      Open for custom-in family?
        Yes! Her parents are known to be deceased. She can have siblings, aunts, uncles, or cousins. DM/PM DeD for more info!
 

oo Ded

Lonely Phantom


oo Ded

Lonely Phantom

PostPosted: Thu Oct 03, 2019 12:49 pm
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    Leadership
      Alpha: (1) Head of leadership. Has the last word in both military and civilian affairs. When an alpha retires, he chooses a successor from his children. In the event of the death of an alpha before an heir is decided, the position goes to his eldest son.

      Commander (Military Leader): (2) Oversees the military, is in direct command of the captains. Works with leadership to decide on pack affairs

      Minister (Civilian Leader): (2) Oversees civilian affairs. In direct command of leaders of civilian ranks. Works with leadership to decide on pack affairs.


    Military
      Captain (Restricted): Leads a Crew, has 2-5 warriors working beneath them. Responsible for leading their crew, reporting to the military leader, and taking part in meetings with the alpha and military leader to make pack plans. ICly, Captains are elected by a crew. OOCly, a captain is chosen when a group of wolves applies to become a crew. In the event of a retirement or death of a captain, a new captain is elected from the crew.

      Warrior (Unlimited): Part of a crew of 3-6 (including the captain). Crews have varying duties, including scouting, patrolling, hunting, and participating in spirit hunts. As the pack grows, this rank may split into different specializations.
    • Specialties: While there are only two official ranks in the military (for now), warriors and their crews can gain specializations. These specializations are marked with unique scars, to signify a warrior/crew's accomplishments. Specialties will be given out in IC events and include Master Fighters, Master Hunters, Master Trackers, etc.


    Civilian
      Healer (Unlimited): These members specialize in taking care of the bodies of their packmates. Many focus on wound management, though they can also broaden their care into physical therapy, therapy, childbirth, or anything you can think of that might fall into this category! Crews often take a healer with them when they leave the pack on missions.

      Head Healer (1): The Head Healer is considered a master in many of the healing arts. They oversee the training of new healers and see that the needs of the healers are met. They work with the Ministers and other leadership as a voice of the healers in pack manners.

      Caretakers (Unlimited): Along with taking care of the young, Caretakers are the general 'housekeepers' of the pack. They take care of matters at home. They can also broaden into other social activities, such as any arts.

      Head Caretaker (1): The Head Caretaker oversees the training of new nannies and see that the needs of the caretakers are met. They work with the Ministers and other leadership as a voice of the nannies in pack manners.

      Historian (Unlimited): Historians are the scholars of the pack. They mainly specialize in keeping track of the pack's history and assuring that the pack (the youth especially) are educated in the pack's culture and, as a group, keep track of the stories behind each pack member's scarification. They may broaden into other scholarly topics, such as philosophy, natural history, or whatever your wolf heart might desire!

      Head Historian (1): The Head Historian is the head of the scholarly wolves. They oversee the training of new historians and see that the needs of the historians are met. They work with the Ministers and other leadership as a voice of the healers in pack matters. The Head Historian is also in charge of keeping track of the seasons and administering scarification to pack members.

      Elder (Unlimited): Any individual that deems themselves no longer able to perform other duties may retire. They are still respected individuals and their counsel is often requested for their wisdom. Pack members may take this rank for age, injury, etc.

      Youth (Unlimited): This is for all the youngins! The youths of the pack are often encouraged to apprentice for what ranks they might wish to take when they become an adult. They may apprentice for multiple ranks before they make their final decision.
 
PostPosted: Thu Oct 03, 2019 12:50 pm
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    Alpha
      [Heart of Glory] - [oo DeD]

    Commanders
      [Name] - [Player]
      [Name] - [Player]

    Ministers
      [Tribute] - [Felyn]
      [Name] - [Player]


    Captains
      [Name] - [Player]

    Warriors


    Head Healer
      [Name] - [Player]

    Healers

    Head Nanny
      [Name] - [Player]

    Nannys
      [Name] - [Player]

    Head Historian
      [Name] - [Player]

    Historians
      [Name] - [Player]

    Elders
      [Name] - [Player]

    Youths
      [Name] - [Player]


    Wow so empty

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    Joining
      Military members may join with a crew, or with NPC crew members. Civilian members may join as any rank. Head ranks are open, but characters claiming those roles must join as pre-existing members. Commander and Minister ranks are open though, as they are limited leadership positions, individuals will have an option of 'applying' for the positions and I will likely choose from applicants when we become closer to being official!
      [b]Join me up![/b]
      [size=11][b]Character:[/b] Name and Image
      [b]Player:[/b] Your name goes here!
      [b]Joining or Preexisting?[/b] Is your character a new or old member? Note that characters that you would like to have as a Commander or Minister must be preexisting members.
      [b]Commander or Minister?[/b] Are you interested in this character being a Commander or Minister? If so, which?
      [b]Rank:[/b] What'cha wanna do? (Even if you answered yes to 'commander or minister,' please put a back-up rank here in case someone else is chosen!)
      [b]Backstory:[/b] Some history and personality can go here~ [/size]
 

oo Ded

Lonely Phantom


oo Ded

Lonely Phantom

PostPosted: Wed Nov 13, 2019 4:03 pm
Realized I need one more saved post. For reasons  
PostPosted: Mon Dec 02, 2019 12:45 pm
Working on a system for Stats and Duels! Look HERE for details!!  

oo Ded

Lonely Phantom


Heavenly Snow

Dangerous Shapeshifter

8,200 Points
  • Team Jacob 100
  • The Wolf Within 100
  • Dressed Up 200
PostPosted: Tue Feb 18, 2020 4:45 pm
Join me up!
Character: Frigid Aura
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Player: HeavenlySnow
Joining or Preexisting? Preexisting
Commander or Minister? Commander
Rank: Warrior
Backstory: As a preexisting member, he was of course born and raised within the pack. I'd say his parents where of the military variety and had a strict upbringing that catered to pack beliefs and survival of the fittest. He's a large, stout male with a cold, calculating and mercurial demeanor who doesn't take crap from others. He will push others to improve upon themselves and do better, he may be tough but he still "cares" for those in his care and pack. Life isn't for the weak of heart or body.
 
PostPosted: Fri Feb 28, 2020 7:05 pm
Heavenly Snow

Frigid Aura has been added to the memberlist as a Warrior! Welcome!  

oo Ded

Lonely Phantom


Krysin

Tipsy Senshi

PostPosted: Tue Mar 03, 2020 6:29 pm
Join me up!
Character: User Image - Blocked by "Display Image" Settings. Click to show.
Player: Krysin
Joining or Preexisting? Pre-existing
Commander or Minister? Yes! Commander. He's definitely put his years into the military
Rank: Warrior
Backstory: Time's Sand is easily recognizable for his unwavering Modernist viewpoints, despite being the result of a union between a Modernist father and Traditionalist mother. The marriage was largely a political maneuver at the time to ease tensions between two distinctive family lines. His father has long since died from injuries sustained during a hunt, though his mother is still around. Even though their relationship is strained by their radically different viewpoints, they can at times be seen conversing on somewhat pleasant terms.

He has spent the entirety of his life serving in the military, and by no means is a young wolf anymore. Middle-aged and battle hardened, he's well known for his fierce will and scathing tongue.
 
PostPosted: Tue Mar 03, 2020 6:41 pm
Krysin

He's been added as a Warrior! He'll likely be put in as a Commander, as Glory needs that modernist advisor User Image - Blocked by "Display Image" Settings. Click to show.  

oo Ded

Lonely Phantom


oo Ded

Lonely Phantom

PostPosted: Tue Mar 03, 2020 6:44 pm
Also!

A post for Factions has been added! This is mostly for Flavor and doesn't affect rank. Read above to learn about the Traditional, Modernist, and Moderate factions. There is also a spot where known members of each faction can be found, as well as if players are allowed to quest for family members. If you'd like your character to be added to a known faction or if you're open to your member having family quested for (with permission), give me a DM/Quote!  
Reply
[OOC] Pack & Plot Recruitment

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