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Wolf Clan, roleplaying

Two Wolves

Knight
Wolf Clan, roleplaying

First People Roleplaying

Wolf Clan is part of an ancient tribe of people who are searching to reunite their scattered kinsmen and resettling in their traditional homeland around Britain, that according to legend was taken from their ancestors many generations ago.

The primary aim of First People Roleplaying is to embody enthusiasm for Native traditions, folklore, mythology and spirit. That spirit is the spirit of freedom. Individual freedom, the respect for nature and honoring traditions shall be the basis of each Wolf Clan character and held as the greater part of reason for decisions of the Council of Elders.

Wolf Clan Character Creation

Age:
Skills are associated with a profession or your Path in life. Your profession will be based on your character age, Young, Adult or Elder.

* Young start as either a Child(6-12 earth years old), Youth(12-16) or a Youngblood(14-18). Children are expected to be defenseless, dependent on others to survive and stay in the village. Youth try to express their independence, explore outside the village and play at various professions. A Youngblood will be apprenticing in one of the Adult professions but will not be able to get Adult leadership roles.

* Adults (15-42) identify with one of these Paths in life, Hunter, Warrior, Shaman, Witch, Weaver. That is not to say it is impossible to change paths.

* Elders (33-90) are typically semi-retired from one of the adult professions - occasionally fragile, defenseless or dependent. High ranking individuals may become a member of the Council of Elders who advise the Chief.

Path:
You do not have to start with a particular character class template in mind to be accepted. You can start as a Youngblood and move into a career down the road. If you want to hunt - start with Archery, if you want to train animals to hunt - start with Animal Taming and if you want to start with mystical powers take Magery. Hunters with magical aptitude may be drawn down the path of the Shaman or the Witch. Also, do not overlook trade skills, needed ones are Alchemy, Bowcraft, Cooking, Fishing, and Tailoring.

Skills:
Archery, Animal Lore, Tracking ... : Hunter
Archery, Melee Weapon, Stalking ... : Scout (honor title)
Melee Weapon, Tactics, Anatomy ... : Warrior
Magery, Healing, Animal Taming ... : Shaman, Healer
Necromancy, Spirit Speak, Alchemy ... : Witch
Tailoring, BowCraft, Carpentry .... : Weaver

Naming Conventions:
Make up something suitable with Wolf in your name if you want to use English words. Or choose a Wolf name to honor a historical figure like Yellow Wolf or Wolf Robe.

Be aware, these wolf names are already in use: Crazy Wolf, Iron Wolf, Little Wolf, Silver Wolf, Thunder Wolf. For more examples of names already in use, see the guild roster later in this thread.

Wolf is not required, for instance if you choose a Wolf Clan name from the Hotcak tribe then you can use the Native Language equivalent, like Hipamika meaning Sharp Teeth. Other wolf themed Native Language names would be accepted if you can do a little research and show some historical precedence for them. Try to stay under five syllables, otherwise you may end up with a tragic nickname – like Ned for Niédjawanik'íriga.

http://www.lowchensaustralia.com/names/nativeam.htm

Appearance:
Choose any kind of dark skin, a Brown or Ruddy color is good.
No facial hair and no Puritan haircuts, please choose something tribal or long hair.
Mohawk, Topknot, Two Tails and Bald are the most popular.
Hair color should be Black or some other Dark Brown color for Adult or Youth characters.
White hair is reserved for elderly characters or for the Topknot (that makes it look like a feather).
Our basic dress is Half-Apron and Kilt, (optional bandanna), (optional sandals or shoes)

More information

Wolf Clan roleplaying tips:
Time and Aging, Death and Dying, Lighting and Weather Conditions, Clothing and Armor, Traditional Weapons (Warrior Societies), Horses and Treatment of Animals, Eagle Feathers, Social Rank and Basic Missions

First People RP Mythology:
Chipewyan Clans, Origin Story, Aspect of the Wolf, Wolf Clan Territory, War and Alliances, Timeline, Wolf Clan History, Warband the Thirdworlders

First People RP Web Resources:
Facebook page
 
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Two Wolves

Knight
Re: Wolf Clan, roleplaying

(advanced) Wolf Clan role playing tips

Time and Aging:
Given that Humans in Sosaria age at the same rate as on earth, the time conversion for equivalent chronological age is one month real time passes for each scale earth year in the game. The scale year in Britannia is 2.4 times longer then years on Earth. If five Winters pass in Britannia the equivalent is 12 Earth years.

Age Catagory real time duration, typical transition age, typical age range 'Earth' and 'Game' years called Winters
Children will become Youths in 3 - 6 months, 12 y/o, 6 - 12 y/o, 2.5 - 5 Winters
Youths will become Youngbloods in 2 - 4 months, 14 - 16 years, 12 - 16 years, 5 - 6.5 Winters
Youngbloods will become Adults in 1 - 2 months, 15 - 18 years, 14 - 18 years, 6 - 7.5 Winters
From Adulthood till Elder can run 18 - 24 months, 33 - 42 years, 15 - 42 years, 6 - 17.5 Winters
Elderly characters can easily last 18 - 48 months, 51 - 90 years, 33 - 90 or more years, 14 - 37.5 Winters

Death and Dying:
Many Wolf Clan have gone to join the ancestors before. This can happen several ways and the young and strong are not immune. Most often it is from extreme violence or self sacrifice amongst the warrior cast fighting to protect the clan. On some occasions it is due to extreme old age or infirmity that can not be reversed with chants and potions.

To ensure that the dead find their way to our ancestors in the house of the dead, we perform the Four Nights Wake. Even then, after sky burial and being properly waked sometimes the spirit of the person can come back to the clan in a reincarnated form.

Exploring and fighting does have risks, but the Shamans communion with the Ancestral Spirits is strong. Most times the fallen can be revived from the Small Death. When in the Twilight World the spirit will stay and haunt the body till assistance arrives or will have to seek out a Shaman in the village.
 
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Two Wolves

Knight
Re: Wolf Clan, roleplaying

Wolf Clan role playing tips

Lighting and Weather Conditions:
Unity with nature includes a deep sense of the cyclic way of things. The cycle of night and day, the cycles of rain an snows are some examples of these. Certain rituals and prayers are done at specific times of day, of particular importance are the transitions. Magics that alter the perception of light conditions should be used sparingly, when in need. If you can not see the coming of dawn, then you will not know what time to do the Sun Greeting Prayer.

Clothing and Armor:
The only times clan people completely cover themselves is in heavy fighting or against the snows. Their basic dress is half-apron/kilt, sandals. Those who spend a good amount of time traveling will carry a cape, for rain and a robe for warmth if caught in snowy weather.

Hunters wear little or no protective armor. Warriors will wear armor when fighting. Fighting without armor is considered a sign of bravery (cewe) and is usually required for obtaining War Honors (wakhonak). They would never consider wearing any armor made of metal items or head coverings that obscure sight or hearing.

Some types of armor, robes, headdresses and masks are warn for rituals or other special occasions.
 

Two Wolves

Knight
Re: Wolf Clan, roleplaying

Wolf Clan role playing tips

Traditional Weapons and Warrior Societies:
Typical traditional weapons include, but are not limited to Bows, Spears, Knives, Axes, Mace type weapons. Use of Swords, Pole-arms and Crossbows is shunned.

The Bow and the Spear are very common because they double as hunting instruments and rather effective weapons of war. Since the practice of hunting Deer is exclusive to use of the Bow and Bear hunts involve the Spear, specialization in the use of Axes and Maces is indicative of a member of a warrior society who does not hunt, but only trains for battle. In fact weapon choice almost always dictates the associated warrior society.

Axes are used by Red Shields who act as personal bodyguard to the Chief, protect the central village and the Elder Council members. The presence of the Red Shields acts to bolster the power of the presiding Chief at meetings of the Council.

Maces, Clubs and Shields are favored by Dog Soldiers, who are considered the elite fighters. Dog Soldiers act as a sort of tribal law enforcement branch, keep a vigilant watch over Wolf Clan territorial interests and patrol the hunting grounds.

Bows, Spears and sometimes Knives are used by the Crazy Wolves. Some tend to be tantric warriors who go berserk and fight till death. Crazy Wolves are also renowned long range Scouts, ambush fighters and are used by the Chief for special missions.

Also look for newly formed societies Fool Soldiers peace emissaries and Shadow Wolves expert trackers.

Horses and Treatment of Animals:
Wolf Clan people show respect for nature through their attitude toward the kind treatment of animals. They are very distressed by people who abandon tame animals to starve and by those who kill animals for no purpose. The Wolf, Eagle and Crow are considered sacred and they will go to extreme lengths to protect these. Even Dire Wolf will not be killed if it can be avoided. These have known to be trained to hunt and run alongside warriors into battle. See the Way of Nature and Aspect of the Wolf

Horses are of central importance to life as the fire pit is central to the village. Since Wolf Clan people shun the reliance on magic travel, their ability to tame and ride horses from the wild is critical to survival. Most Wolf Clan are at least novice at animal taming and archery. Almost every member of Wolf Clan society will bond with his horse, give it a special name. See basic mission Taho'evoha
 
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Two Wolves

Knight
Re: Wolf Clan, roleplaying

Wolf Clan role playing tips

Eagle Feathers:
Tribal leaders will be awarding Eagle Feathers to outstanding Wolf Clan members in all walks of life. These feathers will be accumulated in your characters Headdress and used to signify Social Standing. These rankings will be kept on the “Wolf – Missions” (RP Ring sub-forum) and will generally represent the Hierarchical Chain of Command.

Types of set missions will follow the four goals for Wolf Clan:

1. seek traditional ways
2. seek knowledge of Wolf Clan rituals, customs and history
3. seek War Honors
4. seek to expand the Wolf Clan History

In addition to Basic Missions, there will also be Special Missions that will be created by Wolfmother, Silver Wolf or by one of the Nota’xeo’o (Warrior Society) Leaders, these will be unique and of limited duration. There will be Feathers awarded for characters exhibiting outstanding Role Playing and for completing a Dreamquest, of individual design. See climbing in social rank
 
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Two Wolves

Knight
Re: Wolf Clan, roleplaying

Since we are seeing so many new faces, chief Silver Wolf has called a council fire in order to have the entire clan sit together.

This is the current status of the wolf clan membership (last updated Feb, 2009):
  • 500 Naga Wolf (former Chief, died)
  • 472 Silver Wolf (Chieftess, War Leader) (02/15/09)
  • 400 Night Wolf (died)
  • 212 Vile Wolf (died)
  • 129 Little Wolf (Crazy Wolves Scout) (01/29/09)
  • 104 Thunder Wolf (Red Shields Leader) (02/06/09)
  • 92 Two Wolves (Crazy Wolves Leader) (02/17/09)
  • 86 Soaring Wolf (Hunt Leader) (?)
  • 84 CrazyJack (Crazy Wolves Scout) (01/17/09)
  • 68 Iron Wolf (02/15/09)
  • 50 Grey Wolf (?)
  • 50 Black Wolf (?)
  • 34 Wolfmother (council elder) (02/17/09)
  • 26 ShadowJack (01/10/09)
  • 24 Bear foot (Crazy Wolves Warrior) (02/16/09) new
  • 24 Gracefull Wolf (12/23/08)
  • 14 Savage Wolf (02/15/09)
  • 10 Big Wolf (11/30/08)
  • 8 Flowing Wolf (02/15/09)
  • 6 Honiahaka (01/16/09) new
  • 4 Moon Wolf (01/25/09) new
  • 4 Werewolf (?)
  • 4 Venom Wolf (?)
  • 2 Chaotic Wolf (02/02/09) new
  • 2 T`laloc (?)
  • 2 Dread Wolf (?)
  • 2 Blazing Wolf (?)
  • 2 Light Wolf (12/05/08)
  • 0 Demon Wolf (01/26/09) new
  • 0 Agali (01/11/09) new
  • 0 Walks Tall Wolf (02/07/09) new
Wolves who are gone pertinently are marked as dead.

Those whose status is unknown because they no longer appear on the guild roster are marked as missing with (?).

Characters who have been recently added or have not been presented before the elder council are marked as new.

After the next council fire I will be cleaning up the Ranking by removing those with unknown status.

New members who are following the forums, please be aware that the next council fire is tomorrow Wednesday the 18th at 10pm eastern. Please plan to meet in game at the village for about 40 minutes.

Those interested making a wolf clan character, after business is done a council fire is a good opportunity to meet the tribe members and get your questions answered directly by the leaders. Thank you.
 

Two Wolves

Knight
Re: Wolf Clan, roleplaying

Current status of the wolf clan membership (last updated Aug, 2009):
  • Naga Wolf (former Chief, dead)
  • Silver Wolf (Chieftess, War Leader) (08/02/09)
  • Night Wolf (dead)
  • Vile Wolf (dead)
  • Little Wolf (Crazy Wolves Scout) (08/03/09)
  • Thunder Wolf (Red Shields Leader) (08/03/09)
  • Two Wolves (Crazy Wolves Leader) (08/03/09)
  • CrazyJack (Crazy Wolves Scout) (07/28/09)
  • Iron Wolf (hunter) (08/01/09)
  • Wolfmother (council elder) (08/04/09)
  • ShadowJack (Fool Soldiers Leader) (06/07/09)
  • Bear foot (Crazy Wolves Warrior) (08/03/09)
  • Savage Wolf (warrior) (07/11/09)
  • Flowing Wolf (hunter) (dreamquest)
  • Honiahaka (hunter) (07/19/09)
  • Moon Wolf (hunter) (06/27/09)
  • Light Wolf (hunter) (03/20/09) (lost)
  • Demon Wolf (Dog Soldiers Leader Candidate)(07/30/09)
  • Walks Tall Wolf (youngblood) (07/19/09)
  • Atsidi Wolf (metalworker) (06/29/09)
  • Cheveyo Wolf (brave) (07/17/09)
  • Chuchip (youth) (08/01/09)
  • Oki`chobi (Crazy Wolves Candidate)(07/20/09)
  • Whispers of Wolf (herbalist) (08/04/09)
  • Orenda (healer) (08/02/09)
  • Ze`ev Zariz (Hunt Leader Candidate) (08/03/09)
  • Sika (shaman in training) (08/03/09)
  • Brother Wolf (youngblood) (07/30/09)
  • BLUE WOLF (whisperer) (08/03/09) new
  • Raven Wolf (youngblood) (08/03/09) new
Up for promotion: Demon Wolf, Oki`chobi, Ze`ev Zariz and there may be a few others

Removed from the roster: Grey Wolf, Flowing Wolf, Black Wolf, Venom Wolf, Chaotic Wolf, Werewolf, T`laloc, Dread Wolf, Blazing Wolf, Soaring Wolf

If your wolf clan character was inadvertently removed from the roster, stop by during the Council Fire next Thursday to be reinstated.

Wolf Friends
  • Hipamika (Storm Cloud Pack, Alpha Female) (08/03/09)
  • Kajinka (Storm Cloud Pack, Alpha Male) (07/23/09)
  • Rudedi (Strom Cloud Pack) (11/27/08) (lost?)
  • Nagogth (Sawtooth Pack, Alpha Male) (04/13/09)
  • Stuocqe'e (Sawtooth, Omega) (07/25/09)
  • Vohko'ohe Qa'a (11/24/07) (lost?)
Wolf friends are characters who use Animal Form to appear as a wolf full time and avoid verbal communication. They rp as realistic wolves in a wolf pack.
 

Two Wolves

Knight
Re: Wolf Clan, roleplaying

Next council fire Nov. 1st, 2nd or 3rd 9:30 eastern time. All youngbloods who are are now strong and ready to stand for the coming of age trials and select an adult path should plan to attend. Please indicate what day is preferable, Sunday, Monday or Tuesday by voting on the RP Ring poll. And stay tuned for the selection of the best day.

Council fire is also a good time for wayward members to refresh their latest log in date. This helps prevent your roster status being updated to, Missing (?).
 

Two Wolves

Knight
Re: Wolf Clan, roleplaying

This meeting goes off in a few hours. We would like to get the word out to players of the following characters:

Bear foot (Crazy Wolves Warrior) (10/31/09)
Atsidi Wolf (metalworker) (06/29/09) (lost)
Cheveyo Wolf (brave) (07/17/09) (lost)
Oki`chobi (Crazy Wolves Candidate)(10/16/09)
Ghost Wolf (youngblood) (10/31/09) (new)
Howling Wolf (hunter) (10/31/09) (new)
Shiloh (youngblood coming of age) (10/31/09) (new)
Blood Wolf (youngblood) (10/23/09) (new)
Chanting Wolf (Whisperer) (10/03/09) (new)
 

Two Wolves

Knight
Re: Wolf Clan, roleplaying

First People Roleplaying

The Wolf Clan is one of three family sub-groups of a tribal people called the Chipewyan. The other two families are the Spider Clan and the Bear Clan, each with their own distinct cultural characteristics. There is another tribe that constitutes a traditional enemy called Koyukon who take evil creatures as totems.

Wolf Clan [Wolf] are comprised primarily of Hunters and Scouts. They travel widely in order to gather food and resources for the tribe. Chief Silver Wolf has taken over responsibility of seeking out their scattered kinsmen who wish to resume the traditional life shared in the Wolf Clan Village established by Naga Wolf.

Spider Clan [Spdr] are expert craftsmen and story tellers. They once traded heavily with Wolf Clan, providing weapons and clothing in exchange for food and other raw materials. They were also the keepers of the laws and sacred stories of the tribe. Though the Spider Clan village or chief has not been known for a hundred winters, there are rumours of recent sightings of a man wearing their marking.

Bear Clan [Bear] are mainly warriors who live in small self sufficient family groups spread out over their territory. Traditionally the Bear Clan were the enforcers of tribal law and protectors of the of the lands, receiving tribute from the other clans to help sustain the readiness of their fighters. A few Bear Clan people have emerged. The location of the village is known, but no word yet of a chief.
 

Two Wolves

Knight
origin of the three clans

The story of the origin of the three clans - as spoken by White Wolf

When the Chipewyan People began to emerge from the First World they started to hunt the sunrise. The first band encountered a Bear killing a Great Hart, so they became the Bear Clan. The second group came across the kill and saw the Bear driven off by a pack of wolves, so they became the Wolf Clan. The remaining Chipewyan, who traveled much more slowly came upon the remains of the deer carcass and found a nest of spiders in it. They became the Spider Clan and it brought them much fortune.

By taking the animal totem of the spider they were granted protection by the wise and powerful, Spider Mother Spirit (Na`ashjeii Asdzaa). To help them on their journey, she took the bone and ash from their cremated dead and fashioned the first horses to carry heavy loads and for riding.

The Bear Clan, which arrived first and established a village, remains to this day the most powerful group. The Wolf Clan was never the strongest or the most prosperous, but because of the aspect of the wolf they live and hunt together in harmony and are able to communicate with each other over vast distances. Finally; although the Spider Clan was the last to arrive, it became the biggest Chipewyan clan because of the large number of children its ancestors brought with them on their journey.
 

Two Wolves

Knight
The way of Nature and the aspect of the Wolf

The way of Nature and the aspect of the Wolf

Wolf Clan people live in a state of harmony and unity with nature. This entails accepting the sometimes harsh realities of living at the mercy of the forces of nature while at the same time trying to entice or appease the nature spirits for protection and prosperity. There is a delicate balance that must be maintained between ensuring the survival of the Family Clan as a group, yet not hording or taking the gifts of nature unnecessarily.

Many of the Wolf Clan traditions revolve around hunting animals. The Wolf Clan people are meat eaters, yet have respect for all living things as possessing a spirit and consider all animals their brothers. This requires sometimes elaborate precautions be observed not to offend the spirit of the animal being taken. It is their belief that angry animal spirits can follow them back to the village and will curse and haunt the people bringing bad fortune.

Some of the basics of a group hunt are: to set out to hunt one type of animal at a time, to make blessings and have a ritual dance in preparation for the hunt by making contact with the spirit world, to hunt using traditional weapons (bow and spear), to show respect for the prey by not utilizing magic or poison to kill them, to immediately pray over the "corpse" asking for forgiveness and by not leaving anything useful from the animal behind to rot. See basic mission Blooded

The aspects of the Wolf Clan that distinguish it from the other Chipewyan tribal family sub-groups, the Bear Clan and the Spider Clan are their close-knit communal way of life, tendency to work and hunt in groups rather than separately and the integration of not just wolves but all types of pack animals into their daily lives. Almost all members of Wolf Clan society, no matter what their division of labor has a knack for taming animals and is at least competent with a bow and arrow.
 
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Two Wolves

Knight
Path of the Warrior

The path of the Warrior

The Warrior embodies the pride and prowess of the Wolf Clan people. This is the path of great suffering and endless trials. The Warrior is charged with shouldering the tasks that often demand extremes of the limits of human endurance both physical and psychological. In order to protect the family from all harm, Warrior Cast members must keep themselves in a state of preparation to intervene in the event of catastrophe or strife.

Social climbing in these orders goes by shear right of combat, though ritualistic - can turn deadly. Daily life is comprised of sparring, challenging for rank, keeping the watch and gorging on meat. Warriors that are in top condition need to eat on average about three times the amount of meat that is consumed by Hunters and other villagers. Even in times of prosperity the numbers of the ranks of the Warriors can place a severe strain on the food supply. This is another reason for the harsh conditions of the elite Warrior Society groups.

Death and exile due to tests of strength and courage, challenges, raids and loss of rank tend to keep the numbers of top Warriors at a reasonable level, but also limits the clan's war making capacity. In times of war, when their number are increased, low ranking Warriors may have to assist Hunters in the expanded meat harvesting demands on the food supply. This arrangement is never very popular with either the Hunters or the Warriors, but the true strength of the Wolf Clan is found in their ability to pull together as a family.

The wearing of armor in peace time is reserved for high ranking Cast members, and is largely decorative. At most, arm or neck protection might be regularly worn and that would be of some type of leather and bone construction. Wearing items of metal or coverings of the head other than war masks is unheard of, considered cumbersome and impractical.

Warriors can rise to prominence quickly, but that life can also be a short and brutal one. Warrior missions are: patrol the hunting grounds, keep the night-watch, carry out the Raids and Battles planned by the War Chief, train constantly by sparring, eat as much as you can, stay in a state of readiness for battle and increase your social rank by joining one of the warrior societies, Nota’xeo’o

There are three traditional Warrior Societies and one Sacred Society:
Dog Soldiers (Hotamitaneo): proud, haughty, defiant as should become those who are to grant favors, not beg them, (favors Mace weapons). They are expert warriors and horsemen. They are the first to charge into battle and always the last to withdraw. Dog Soldiers warriors make up the body of the main army.

Crazy Wolves (Xuaz’Honehe): a tantric warrior; whenever he senses combat is near he enters the spirit world and goes berserk, attacking with a ravenous ferocity and total lack of regard for his own life (using Knives and Spears). They employ many Scouts and are expert ambush fighters. Crazy Wolves are used by the Chief for special missions including surveillance and information gathering.

Red Shields (Mahohivas): secretive organization and self proclaimed protectors of the Elder Chieftain and the Council Elders (carries Axe type weapons). They maintain a constant vigil guard presence inside the village and rarely venture out unless to accompany the Chief. Red Shields maintain order in the village and enforce tribal customary law. They also work to bolster the power and prestige of the reigning Chief.

Fool Soldier (Akicita Heyoka): The revelation of the Golden Deer God, reported by scouts was taken as a sign. This sign has been interpreted by the shaman as the manifestation of the dream of Charging Wolf, the founder of the Akicita Heyoka. Now it is time to revive the most sacred order of the Wolf Clan nota`xeo`o. These men are dedicated to the principal that generosity is better than fighting. They pledge themselves and their property to promote peace. They live by these sayings: "To become a great warrior but not be generous to less fortunate people amounts to nothing." and "It is the hardest path for anybody, to do good to others and to your enemies." There are many stories of a few brave Akicita Heyoka who prevented war by making a feast in the heart of the enemy camp or risking their lives to free slaves in the face of certain death. Fool Soldiers only select great warriors. These champions of peace act as healers, envoys, diplomats and protectors of all life that they hold sacred - not pacifists, yet an important stabilizing force that counter balances the tribal tradition of limitless revenge killing.

The main method for improving social stature for the young warrior is to impress warrior society members with outstanding demonstration of cewe, the spirit of bravery in battle. It is strong cewe that can make the warrior immune to blades, clubs, arrows and magical attacks. It is also the measure of the joy that will be attained in the afterlife when killed on the war-path.

Cewe is demonstrated through a series of coupes and wakhonak, war honors. One example is counting coupe, where the warrior would make contact with the enemy open handed. Other war honors would be for the first time being in battle, the first to make a kill, the last one to stand defending a retreat, outstanding performance in battle, fighting without armor, fighting multiple enemies without moving from one spot. During the celebration for returning warriors after a raid or battle the wakhonak are acknowledged by each warrior giving his own account of his deeds.

Primary Skills:
Fencing/Swordsmanship/Mace Fighting
Archery
Tactics
Anatomy

Secondary Skills:
Parrying
Hiding
Stealth
Healing

Titles:
Warrior (starting title)
Brave (honor title)
Dog Soldier (Hotamitaneo, Club/Mace)
Crazy Wolf (Xuaz’Honehe, Spear/Dagger)
Red Shield (Mahohivas, Axe/Knife)
Fool Soldier (Akicita Heyoka, Staff/Music/Peacemaking)
Society Leader (one for each warrior society, can be challenged)
War Chief (honor title, directs the Society Leaders)
 
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Two Wolves

Knight
Path of the Hunter

The path of the Hunter

The Hunters are the most critical members of Wolf Clan society. Much of the Clan’s prosperity and survival depends on the skill and success of this labor. By not storing or hoarding the gifts of nature, Wolf Clan people live at the subsistence level requiring a reliable supply of fresh meat to keep hunger away.

Many of the Wolf Clan traditions revolve around hunting animals. The Wolf Clan people are meat eaters, yet have respect for all living things as possessing a spirit and consider all animals their brothers. This requires sometimes elaborate precautions be observed not to offend the spirit of the animal being taken. It is their belief that angry animal spirits can follow hunters back to the village and will curse and haunt the people, bringing bad fortune.

This practice places hunters at the nexus of the balance between the physical needs of the ever growing Clan family and the endless slaughter of the forest creatures that are considered brothers and sacred spirits. A good hunter is a careful hunter and always mindful of the consequences at home of failure and risks of offending nature, cursing himself or causing the haunting of the home camp by angry spirits.

To this end, risk can be minimized by strictly observing traditional hunting rituals that help guild the hunter to be able to walk the thin line of the harvester of life. Several methods are employed to assist this complex effort. The hunting parties are often accompanied by a Shaman for spiritual guidance, healing and to ward off evil spirits. Hunters specialize in the use of traditional weapons, some utilize trained pets for hunting including Dogs, Timber Wolves, Bears even Cougars and the so-called Dire Wolves.

Some of the basics of a group hunt are: to set out to hunt one type of animal at a time, to make blessings and have a ritual dance in preparation for the hunt by making contact with the spirit world, to hunt using traditional weapons (bow and spear), to show respect for the prey by not utilizing magic or poison to kill them, to immediately pray over the "corpse" asking for forgiveness and by not leaving anything useful from the animal behind to rot.

There is little need for pure Warrior Cast members to escort the hunting parties, due to the fact that such parties tend to be large and hunting skills turn out to be quite lethal by necessity. Often Hunters are called upon for assistance in the common defense and can use their Archery, Stealth, Tracking and teamwork skills from hunting for hit-and-run attacks that have devastating effect.

Hunters can specialize in several diffrent ways. Hunters who focus on one type of game become known as Slayers of that type like bear slayer or deer slayer, for those who like a bigger challenge, dragon slayer. Hunters who demonstrate outstanding stealth and fighting ability can obtain the honor title of Scout and be invited to join Warrior Societies. Scouts form a close knit sub-group of their own, due in part to being from a hybrid profession - they are no longer accepted as pure Hunters or pure Warriors. Hunters who develop a knack for reading even the most subtle sign of the movements of animals and revealing that which is hidden to the untrained eye become known as Trackers.

Trackers who demonstrate outstanding ability and who are ready to test there skills against the ultimate quarry can be invited to join the only existing honor society for hunters, Shadow Wolves. There is a natural rivalry between Scouts and Trackers with the Scouts trying to move without being detected and leave no sign and Trackers trying to prove their superiority by revealing the movements of Scouts. This also causes clashes sometimes between Crazy Wolves and Shadow Wolves societies.

Elite Hunter Honor Society:
Shadow Wolves (OptayeNagi) are the elite among the hunters. They are taught the traditional methods of “cutting for sign” for tracking humans who venture into Wolf Clan territory uninvited, like poachers, smugglers and settlers. An experienced Shadow Wolf can spot small items snagged on branches, twigs bent or broken, will know when a blade of grass has been bent by a human footstep. By close examination of a dead body, Shadow Wolves can determine much - like the method of death, wither the body was disturbed after death and sometimes identify the killer. The most skilled among them have the ability to assume the form of animals, acquiring an animal's ability to track by scent as well as sight, blend into the surroundings unnoticed and walk among the forest creatures without spooking them.

Primary Skills:
Archery / Fencing
Animal Lore
Tracking

Secondary Skills:
Hiding
Stealth
Animal Taming
Veterinary

Titles:
Hunter (starting title)
Slayer (honor title)
Scout (requires Stalking, Archery, plus Fencing or other weapon Mastery)
Tracker (requires Tracking, Detect Hidden and Forensics Mastery)
Whisperer (requires Animal Taming, Animal Lore and Veterinary Mastery)
Shadow Wolf (OptayeNagi, trackers only)
Hunt Leader (honor title)
 
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Two Wolves

Knight
Path of the Shaman

The path of the Shaman

The Shaman is the spiritual conduit between the World of the living and the realm of the Spirits. They play a key cultural role in Wolf Clan society as they assist the tribal Elders by communing directly with the spirits of our ancestors. It is through channeling the power of the ancestral spirits that the Shaman exhibits their seeming magical abilities. The results are similar in appearance to those achieved by practice of the archaic and demonic occult power pursued by the scholars of the White-Eyes. Ours is an animistic, spiritual force derived from communion with our ancestors and the beings of nature.


The Creed of the Wolf Clan forbids open displays of mystical power, as we prefer to keep our rituals secret and safe from the eyes of the profane. The occasions that call for the skills of the Shaman are, blessing and protecting tribesmen before the hunt, healing and curing tribesman during the hunt (and sometimes in war), private displays of mystical power during Clan ceremonies and rituals, communicating with the spirits of the dead and resurrection of the dead. Shamans are usually a good man, a righteous man, one with a sustained consciousness of moral responsibility (wana'iksap) peaceful and will rely on a prayer and his walking staff and try to avoid killing even in self-defense.


Offensive chants are reserved for calling upon ancestral spirits to driving off monsters and evil spirits that are threatening fellow tribesmen. It is forbidden to call on the spirits to kill animals during the hunt. Animals must be killed properly, in a traditional manner and the corpse treated respectfully so that their spirit will return in peace to the forest and become an animal again. If not, it is believed that they will become angry ghosts and haunt the forest or our hunting lodge. It is still hotly debated by the Council of Elders how or whether the spirits should be called on - in the event of war against men. Most White-Eyes already fear and hate us and drive us out of the World wherever they find us. However; if we make war on men it will at least be with the honor that we give an animal, for the time being.


The animistic gifts of protection, healing, calling lighting and fire, summoning animals and shape shifting are not forbidden, they are sacred and the rightful inheritance of the Children of the Wolf who seek the path of the Shaman. Only the most powerful and most pious Shaman can guide the spirit to be reunited to the body of our slain kinsman. This is the mark of the highest sacred order, the Spirit Walker.


Primary Skills:
Magery
Meditation
Anatomy
Healing

Secondary Skills:
Mace Fighting
Animal Lore
Animal Taming
Musicianship
Peacemaking

Titles:
Shaman
Healer
Herbalist
Medicine Man
Spirit Walker
 

Two Wolves

Knight
Path of the Witch

The path of the Witch

The Witch exists on the fringes of Wolf Clan society. Witches tend to be reclusive and live apart from their own village, and are noted in part for speaking in riddles and in strange languages. They are considered quite mad, probably driven to insanity by the trance inducing poisons of their own making, used to enhance their permanent contact with the spirit world.

Although they may possess magic of a constructive nature, witches are feared and respected for their many evil powers. Though generally shunned, they fill special roles during tribal rituals, that of the Trickster, adding elements of fright and unpredictability. They are also sought out for their skills of communication with spirits, control of animal spirits to cure and cause disease, knowledge of herbs and potions, prophecy and divination of the future. The term for witch is synonymous with "poisoner" (wak'a'wax).

Thus, it is not surprising that the blame for disease is often laid to the malefaction of witches. Once a hunter who refused to pay tribute to the witches suddenly fell ill and died through their power of witchcraft. It may be in this way that wak'a'wax is thought of as a kind of poisoning. It follows that those in possession of this power over the health of the body can also protect their own persons from injury as well as effect cures on others. It happened that the notorious witch Midjiste'ga had incurred the wrath of many men through his nefarious deeds. As a consequence, he was often set upon and stabbed, yet owing to his somatic powers, he was always able to cure himself.

The potency of witchcraft derives ultimately from the blessings of certain spirits, most particularly Waterspirits, out of whose bodies powerful medicines can be made. Once a Medicine Man called Dark Shaman, who had a reputation as master of the dark arts, challenged those blessed by the Nightspirits to a contest of magical power. When the Medicine Man shot Magic Arrows at the Night blessed men, no harm came to them. It was then that the Medicine Man conceded the superiority of those blessed by the Nightspirits. One can also acquire the powers of witchcraft by being an understudy to witches. Such men are able to bestow blessings themselves, and witches often get their start by obtaining powers granted by another witch. It is also said that if a witch can be captured despite all his powers, the witch is then obliged to tell his captor all the secrets of his art. By capturing a witch, one can therefore also acquire his powers.

Almost all witches become Night Wanderers (Hahe-horadje), since the malevolent powers most often achieve their greatest efficacy at night, and the most paradigmatic of these powers is the ability to travel through the air during periods of darkness. The power of sorcery is strongly bound up with the fluidity of form associated with water. Shape changing powers are an aqueous-like ability to flow from one physical form of being into another. This includes changes in scale. A witch may transform herself into a being of almost microscopic size appearing to vanish. It is said, for instance, that the tubercles on weeds are the hidden sleeping places of witches.

The power to accomplish such feats often resides in charms that the witch has acquired. Acquiring a part of the body of someone killed by a witch is one way that practitioners of the dark arts may augment their powers. However, such a charm must be obtained before the fourth day after the victim's death. Charms may also find their way into the witch's cache through the blessings of the spirits. A particularly powerful witch may possess an entire bandoleer of such charms. The Blue Bandoleer it is said, contains black bear claws, a cougar paw, beards and sacred feathers of the eagle, the head of a crow, a bull frog stuffed with down feathers, packets of medicine, and a plethora of arrowheads. The witch uses these charms in order to travel swiftly and incognito, to covertly strike his enemies.

Some have obtained power through magical potions derived from plants. The four Anishinabeg witches, who could fly through the air at night, gained their power through the use of such potions. Great Wolf attempted to obtain these potions, but the sorcerers would not yield them up. Instead they gave him a life-engendering greeting (Wiruhi'jera) still used in the Medicine Rite to this day.

Primary Skills:
Necromancy
Spirit Speak
Magery
Meditation
Alchemy

Secondary Skills:
Spellweaving
Poisoning
Musicianship
Provocation

Titles:
Witch
WiseWoman
Seer
Poisoner
Trickster
Night Wanderer
 

KarmannMarco

Sorceror
Re: Wolf Clan, roleplaying

you really put alot of time and effort in RPing. I applaude that :) Since before AOS ive hadly seen any RP (myself included)
 

Two Wolves

Knight
Social Rank

Climbing in Social Rank

Eagle Feathers:
Tribal leaders will be awarding Eagle Feathers to outstanding Wolf Clan members in all walks of life. Feathers are awarded for characters exhibiting outstanding Role Playing and for completing a Dreamquest, of individual design. These feathers will be accumulated in your characters Headdress and used to signify Social Standing. These rankings will be kept on the “Wolf – Missions” (PR Ring sub-forum) and will generally represent the Hierarchical Chain of Command.

Basic Missions:
Basic Missions have been established to give Wolf Clan people who have been raised outside of a traditional way of life the opportunity to get a jump on Social Climbing and at the same time immerse themselves in Wolf Clan culture.

Example basic missions for new members:
field bundles, make a kit with standard items that you should always keep with you
enesto'ohe (wolf speech), become familiar with some common traditional words and phrases
taho'evoha (riding horse), bond with your mount and give it a special name
blooded, going on your first hunt and learning how to hunt property
patrol route, going on your first patrol and learning the territorial borders
temescal (sweat lodge), attending and leading your first sweat lodge ceremony

Special Missions:
In addition to Basic Missions, there will also be Special Missions issued by the Chief, War Leader, Hunt Leader or by one of the Nota’xeo’o (Warrior Society) Leaders, these will be unique and of limited duration. Examples of Special Missions are: defend the town of an alliance member, capture a target enemy, observe the movements of an invader, help rescue explorers from a dangerous area
 
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Two Wolves

Knight
Field Bundles

Of the various kinds of kits used in diffrent occupations, War Bundle, Medicine Bundle, Witches Banaler; the Field Bundle is ubiquitous and a fresh one should be carried by youngblood/adult Wolf Clan people at all times.

Typical Field Bundle:
  • knife (skinning knife preferably 2)
  • scrapers (also called scissors 2)
  • potions (Cure and Refresh type potions 3 each)
  • bandages (20)
  • ammunition (50)
  • sundries (various food items 12, example: 4 fishsteak, 4 apples, 4 raw ribs)
All Wolf Clan people who strike out into the world, especially Youngbloods need to be carrying a fully stocked Field Bundle in addition to their other tools of their trade. Individuals that do not necessarily utilize all the consumables in their Field Bundle, should still include them in their pack as standard equipment in the event that it may fill a need for others. Also, by keeping several of these in each of the Lookout Tower positions in the Wolf Clan Village, then everybody knows where to look to get resupplied quickly if the need arise.
 
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