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Wolf Clan, roleplaying

Two Wolves

Knight
Basic Speech

Youngbloods learn basics of traditional enesto'ohe

Hello Kae
Goodbye Sto, formal Sto'etexa
My relative Mitakuye (colloquialism)

Thank You Nea, formal Nea'esemeno
You're Welcome Wreea

Yes Hae
No Hov

Good! (expression) Epeve, good (adjective) pa- (prefix)
Bad! (expression) Hoe’e, bad (adjective) qu- (prefix)
Let's go! (expression) Hoka hey, also Let's ride or Let's attack

You Qez, to you, for you -se (suffix)
Me Haj, to me, for me -ko (suffix)
I Si, I am Na- (prefix)

That (person) Neka
Those (people) Nekao
We\Us Hana, to us, for us, let's -tam (suffix)
You (people) Quena, to you all, for you all -we (suffix)

Understand/Know Ehene, Do you understand me? Qez ehene haj
Ready Kut, I am ready! Nakut They are ready for us. Nekaokut'tam
Speak/Talk Esta, I am speaking to you. Naestase
Follow/Move Stuac, You follow me. Qez stuac haj
Go home Machi, Let's go home! Machitam
 

Two Wolves

Knight
Taho'evoha (the riding horse)

Wolf Clan people traditionally have a strong and deep relationship with horses of all types. Horses serve as their main method of transportation and the animal is also regarded as being a strong medicine symbol.

There is one strain in particular that according to legend can be traced back to the ones created from bone and ash by Na`ashjeii Asdzaa (Spider Mother Spirit), called the Cayuse. The loyalty of the Cayuse is legend, as is their toughness and intelligence; and anyone who is fortunate enough to make a bond with one knows how truly special they are. The Cayuse Pony has gone by many names including cow pony, hunting horse or mustang - basically they are all the same animal.

Virtually every color known to the horse appears in this breed; he is sometimes appaloosa spotted, sometimes paint or pinto and sometimes solid colored with every variation available occurring. He is well made, has excellent feet and legs and has as much savvy as any horse that ever lived. Height ranges from 13 to 16 hands; weight 50 to 70 stone with few exceptional individuals over or under.

Ups and down sides to being responsible for the care of a horse or other pets:

Social standing of an individual is greatly improved when selecting and naming a personal riding horse of Cayuse descent for the first time

Social standing of an individual is improved when the bond is formed for the first time

Social standing of an individual is lowered by neglect of a mount or other pet
Tame pets depend exclusively on their handler for food. Some pets are more dangerous and difficult to control than others. If not fed constantly they could turn on their handlers or others. Abandoned pets will go mad from hunger and revert to a wild state. If outdoors they will run free and fend for themselves. If abandoned indoors there is a danger of starvation, see loss due to neglect.

Social standing of an individual is lowered by loss of a named mount in combat
Loss of a mount in combat occurs when they are killed when not yet bonded.

Social standing of an individual is severely lowered by loss of a mount due to neglect
Loss due to neglect can occur in two ways, an unbonded mount starves, goes wild while penned in and dies (vanishes) or a bonded mount is killed and the ghost dissipates (vanishes) before it can be revived.
 

Two Wolves

Knight
Blooded

The first hunting trip of a Young blood is a special occasion. He will be escorted by either a Warrior, a Hunter and a Warrior or by a Hunter and a Shaman cast member. A Scout or Tracker is a suitable replacement for a Hunter in this situation. He will not hunt alone till properly instructed and then only in dire circumstances. Hunting Parties, Patrol Teams and Raiding Parties usually venture out in groups of three to five strong.

The Young blood will be shown the tools he is to have at all times when hunting. The Young blood will be taught, what weapons to use to hunt specific prey, how to perform the Deer Dance and the Bear Dance. Of particular importance to teach is the relationship Wolf Clan has with the forest animals and our attitude toward Eagle, Wolf and Crow.

If the hunt is successful, the leader will demonstrate how to prey for forgiveness and help the spirit of the animal return to the forest. The Young blood will then, if successful - pray in his own words and keep that prayer.

This is the way Two Wolves prays:
“Forgive me, my brother. You fought bravely.
Do not be angry. You have lived a long life.
Return to the forest. You no longer need this body.
Your flesh will not be wasted. Your strength live on.
Return to the forest and become a Bear again.
Forgive me, my brother. We will honor you.”

T`laloc showed great mastery of tracking, stalking and made a good prayer.

Tlaloc_hunt.JPG

An outstanding performance on the first deer hunt, by Moon Wolf. He was accompanied by Wolfmother since no other Hunters were about. She points out that Moon Wolf acted quickly when their hunting party was attacked by Ogres and Trolls.

blooded_moonwolf.JPG

It was arduous hunting only for deer when they are so scarce in the high winter, but this is our way. Chaotic Wolf is quite wild still and runs like the wind, tirelessly. His eagerness to resume a traditional way of life burns in his eyes like I have never seen before.

chaoticwolfblooded1.jpg

Achak, our newest Youngblood performed admirably, followed directions exactly and gave a very good prayer to a bear's spirit that he took down with an expert shot while it was trying to escape from the spear-men.

Achak_prayer_crop.png
 

Two Wolves

Knight
Patrol Route

It is the duty of experienced Warriors to take a Young blood to ride along on a patrol around the borders of the Wolf Clan hunting grounds, once they come of age. For young hunters it is a chance to travel far from the village and get to see the extent of their home range. For young warriors it is the beginning of the atoha, Long Trials that will mark their life of hardship and training.

Once shown the rout, Warriors are expected to band together and keep it patrolled on a regular basis or run it alone if necessary. Patrolling warriors help protect the hunters by keeping the land clear of monsters, evil spirits and white eyes that are poaching game or just killing for "sport".

Special recognition for outstanding performance is only warded on the first patrol that a Youngblood rides on.

Patrol Rout:
First Leg -
(thin out the brigands)
West from Brigands
South by Southwest from the shore
Southwest from Skara Brae Tower Fort
(recruit rangers to ride with you on patrol)
Southeast from Ranger Huts
Northeast from the fields or the Dragon Home
Northeast around the Hedge Maze
Stop at the river waypoint camp to re-supply
Northeast from the river source
Northwest from the Britan Moongate
Southwest through the Mountain pass
North from the crossroads
Visit the Sweat Lodge
(Short Route, return to Village)

Second Leg -
Northwest from the Sweat Lodge
Visit the Community Center and Northern Outpost
(lookout for litches in the area)
Northeast from the Guard Outpost
West from the crossroads
Visit Yew Townhall
(Normal Route, skip to Home Stretch)

Long Rout -
North from the cemetery
Northeast at the road into the Deep Wood
(past dupre's house and O|- HQ)
Ride out to the Riverhead
Northwest from the clearing there
(Abby of Repent once stood)
West from the lake
(do not venture North of the tree line)
South by Southwest along the shore line

Home Stretch-
South from Empath Abby
Southwest from the frontier
South along the Mountain range
(monitor orc fort activity)
Southeast from the Orc Fort
Return to Village

On patrol (February 67, 346) Two Wolves felt a strange chill whipped up in the wind while riding through Yew. Then later, Two Wolves could not believe is eyes; near the ruins by the coast he saw the most sacred beast, a white stag.

Two Wolves stalked the white stag, deciding if he is going to shoot it. He followed it through heavy foliage. Two Wolves thought that the stag was unaware of his presence. He decided to let him live and departed with the thought *go in peace white deer*. Only later in meditation did it occur to him that the stag knew he was there the whole while and had spoken a warning to his heart.

white_stag.jpg

Field Report, February 10, 348: Drow had organized an ambush for the patrol as we rode past their fortified area. The clearing out front was hemmed in by a wall that was covered in animal flesh. We were not able to pass and where then approached by a much larger force of Drow than we have seen before.

After exchanging some strong words we wheeled the patrol party around in order to divert course avoiding the newly claimed territory. Once on the other side of the wall Antorvir Deep ordered the attack and battle was joined by many more Drow who where in hiding.

Two Wolves was cutting Drow down as fast as he could, but was not able to reach Antorvir before he was able to run down Ze'ev. We eventually were able to fight our way out, but just barely.

This appears to be the first direct attack by Drow on Clan and will not go unanswered.

Drow_ambush.png
 

jkvc2003

Sorceror
The patrol of Wolf Clan Territory serves many purposes. We often find strangers and can come to know who passes through our lands, whether they are friend or foe. We rid the area of monstrous creatures that have escaped the Underworld. And we try to remove the evil Priests of Mondain, who come spreading lies and filth. The Wolf Clan hunters and warriors all have become well practiced at defeating these wily enemies, and most of us can defeat them alone, but having a patrol party surround and ambush them can be a very satisfying, if dangerous, day's work!

priest1.jpg priest2.jpg
 

Two Wolves

Knight
Wolf Clan Territory

We have a guild headquarters that we call the Village right along the South wall of the Brigand Camp. That is roughly the center of what would be the considered Wolf Clan home territory and would be defended fiercely. Home territory covers the wooded areas North of the Skara/Brit crossroads up to the Hag ruins, just shy of the Heart Shaped Grove. We have about 8 houses scattered around that area; plus a couple far flung - a patrol route way-point campsite and an outpost further north. On the map, it is the Green outline.

Around that is the hunting grounds. Hunting parties do trek far afield some times, but the usual areas where most of the game we find are circled in Blue on the map. These are the portions of the hunting grounds that are guarded and patrolled. Hunting parties and Raiding parties do travel all over the world looking for bigger game and harder challenges, so it is not like we limit our movement to just this one zone.

The patrol route described above as the Normal Route is outlined in Red on the area map. It starts and stops at the Village indicated by the Brigand Camp label on the map. There are a few stops on the way, just after the Hedge Maze where the water starts is called the Riverhead Waypoint Campsite, later after coming through the mountain pass and turning North, the route goes off-road and through a clearing, this is the site of the Sweat Lodge and the Youngbloods camp, after that is the Heart Shaped Grove with a flourishing Trade Town called Rocky Mountain Rendezvous. The next clearing is the Northern Outpost maintained by Savage Wolf. The patrol then visits Yew and Orcs then swings back home.

WolfClan_Turf.PNG
 

Two Wolves

Knight
u no accept my offer for guild war
This is the current state of Guild War and Alliances as far as I know: Wolf Clan is in an alliance with [DAA], [DAA] alliance is in a War with [Evil] alliance, [Evil] alliance has [Orcs] bloodclan orcs guild and otherwise unattached mercenary type characters in it. [Yew] has dropped from [DAA] and will War with RP guilds that agree to RoE.

Wolf Clan can not directly accept War invitations because of the alliance relationship with [DAA] - only the alliance leader can do that. War status can only exist between two parties. In order to be attack-able in the rulesets we run in most of the time, your guild would have to join either [DAA] or [Evil] alliance.

Update: [Yew] has joined Two Swords alliance with Red Crusaders in their fight against Black Orc tribe.
 

Two Wolves

Knight
Timeline

Chronology of Wolf Clan history, reckoned in Britannia time

  • Feb/12/333 The War Band arrives in the Second World
  • Jun/44/333 Wolf Clan Village established by Naga Wolf
  • Jun/20/334 Wolf Mother returns with the Spirit Feather
  • Aug/30/337 Invading Hordes attack Britain Moon Gate region
  • Sep/17/337 The spirit of Arvanna starts to appear
  • Apr/22/338 Naga Wolf showing signs of ill health
  • May/21/338 Wolf Mother gains full control over tribal affairs
  • May/69/338 Naga Wolf Dies
  • Jul/31/338 Massacre at the Dog Day's Celebration
  • Aug/66/338 Loyalty vote called to determine the next Chief
  • Oct/04/338 Vermin invasion of Britain
  • Oct/40/338 Morax returns from the underworld
  • Nov/15/338 Silver Wolf is chosen to become Chief
  • May/45/340 Defenders of Britain free the last region, Mountain Pass
  • Sep/17/342 Britain attacked by Ice Demon
  • May/19/343 Drow emerge, cutting a bloody swath through the Orc Caves
  • Feb/67/346 Brigands invade Wolf Clan Village, demanding tribute
  • Oct/52/347 Drow conquer all of Skara Brae, the Mayor goes into hiding
  • Nov/61/347 Hell's Horde conquers and burns Crazy Wolves lodge
  • Feb/10/348 Wolf Clan patrol ambushed at Drow fortress
  • Oct/02/348 Drow rebels destroy the Drow fortress, freeing Skara Brae
  • Jun/44/354 Twenty winters marked since the establishment of Wolf Clan Village
  • Feb/24/358 Wolf Clan home range declared sovereign Denesuline Nation
 

Two Wolves

Knight
Class Structure

The placement of the individual in Wolf Clan social structure is typically dominated by the vocational path title that they choose or are awarded. The general trend goes by age, with the Youngbloods on the bottom and with the Chief and Elders on top. Elders guide the overall course of activities of the Adult population who in-turn mentor the Youngbloods.

The various groups of classes of Adult titles have their own internal hierarchy. The Hunt Leader and the War Leader are a prominent pair of leaders who keep close council with the elders. These two are who the respective Hunter and Warrior Society leaders take direction from.

Warrior Society Members and Hunter Society Members fulfill specialized roles, take direction from their society leaders, and monitor the development of low ranking Hunters and Warriors for recommendation to the society leader for possible membership. In turn these hunters, warriors and scouts look to society members as examples of excellence.

Other paths open to Youngbloods who come of age, with a less complex structure, are those of the Healer and Weaver. Healers progress to become recognized for their spiritual powers and obtain the title Shaman. Sometimes the spiritual path takes a dark turn, these join the group of Witches. Weavers are villagers who have become renowned for their crafting skills. Mystics and Weavers have no specific leadership persons.

Advanced titles are reserved for those who have distinguished themselves. Scouts are a specialized hybrid class of hunter and warrior - who use stealth, close tracking and ambush tactics; different from Trackers who pick up a trail days old. Scouts pay attention to both the Hunt and War Leaders. Braves are distinguished warriors not attached to a particular warrior society. Slayers are hunters who have become specialized in hunting a particular type of prey. Whisperers are hunters with the knack of communication with animals.

WolfClanStructure5.jpg
 

Two Wolves

Knight
Homeland established for Denesuline Nation

Feb/24/358 Emissaries where dispatched to council with the rulers of Britain, delivering a charter that clearly establishes the self-determination of the descendents of the First People and freeing the sacred land between Skara Brae Crossroads and Yew Crossroads for their care, use and resettlement.

As a result, Wolf Clan home range has now been declared as a sovereign Denesuline Nation (Chipewyan) homeland. As a sign of our tribal authority, standards will be placed on the boarders. Movable campsites and watchtowers are also planned to be erected wherever needed throughout our territory.

Epeve! Nea'esemeno Sky People! Machitam!

tipi_camp.png Lookout_tower.png border_markers.png crops.png
 
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Sonntag

Sorceror
Homeland established for Denesuline Nation

Emissaries where dispatched to council with the rulers of Britain, delivering a charter that clearly establishes the self-determination of the descendents of the First People and freeing the sacred land between Skara Brae Crossroads and Yew Crossroads for their care, use and resettlement.

As a result, Wolf Clan home range has now been declared as a sovereign Denesuline Nation (Chipewyan) homeland. As as sign of our tribal authority, standards will be placed on the boarders. Movable campsites and watchtowers are also planned to be erected wherever needed throughout our territory.

Epeve! Nea'esemeno to the Sky People! Machitam!

Congratulations Wolf Clan on recognition as a sovereign state. This serves to solidify our agreements more. The Shadow Cabal salutes you.

That is all.

Jiang'sazu
Lord Keeper, First Lord, Shadow Cabal
 

Two Wolves

Knight
Temescal (sweat lodge)

A traditional Sweat Lodge is a wickiup made up of slender withes of aspen or willow, or other supple saplings, lashed together with raw hide, or grass or root cordage, although in some areas the lodge can be constructed of whatever materials are at hand, from a mud roofed pit house to a cedar bark and plank lodge. The construction used by Wolf Clan is a rock walled pit dug inside an earthen mound. The top of the mound has a shelter, encampment and low pike wall that acts as a defensive structure.

The sweat lodge ceremony usually occurs before and after other major rituals like the "Vision Quest" for example. The aim of the ceremony is to purify one's mind, body, spirit and heart. It is also a "stand alone" ritual – in that it occurs whenever it is needed.

It revolves around the utilization of water under careful ceremonial conditions. Airborne water, in the form of steam, is viewed as the creator's breath because it is the result of mixing all the elements of the universe; earth, air, water and fire. This steam is thought to be curative, with the power to draw out poison and toxins through inducing sweat as well as having the ability to induce deep introspection.

There are long preparations that come before the arrival of the participants. These include the work of the Fire Keepers, the ones of proven faith, who maintain a sacred space in the fire pit that is used to awaken the spirits of the Stone People (the stones that will be used to heat the lodge). The stones are viewed as being alive with the spirits of the ancestors and when they are brought into the lodge, greeted respectfully with the saying “Mitakuye” (my relative).

Aglow with only the luminescence of the red hot stones, the portion of the ceremony for the participants then begins inside the lodge. The sweat leader sounds the Water Drum and calls forth the spirit guides in prayer from the Four Directions. The sweat leader then dips water and pours it onto the hot stones in the pit, producing large amounts of steam, usually one dipper for each of the four directions, or until he is told by the spirits to stop. Then he begins his prayers, songs and chants.

When invited to a sweat, for the greatest spiritual benefit, these conditions should be observed: the day prior to the sweat should be spent in cleansing, fasting, prayer and meditation on the intended purpose of the sweat, and you should be free from strong drink.
 

Two Wolves

Knight
Honara Djobohora (four nights wake)

The wana'ghi (ghosts), are the souls of the dead as opposed to the waxop'ini or divine spirits. Ubiquitously, it is clear that a ghost is a kind of spirit being, and can bless people much as other spirits can, as witnessed by the existence of a Society of Those who are Blessed by Ghosts. In one story, a ghost blesses Little Wolf, but ends up trying to punish him when he proves ungrateful. Nevertheless, there is one important class of waxop'ini spirits, the Wanagi Monac, who go about in the form of ghosts and who exercise some control over them.

An especially powerful ghost can reanimate its corpse, although the ghost itself has a spirit body that is in some sense "incorporeal." Its incorporeal nature expresses itself in the ghost's invisibility: under ordinary circumstances, living people cannot see the departed, although a ghost may be present at its own wake. Ghosts are also inaudible, and while they themselves cannot be seen or heard, they still possess the faculties of perception. Indeed, ghosts are even able to knock people down as if by force. Ghosts also retain the consciousness, emotions, and even the appetites of the living. At death it is believed that the ghost experiences accentuated hunger and needs particularly to be fed the incorporeal counterpart of the food of the living. However, these desires associated with living bodies do not continue forever. On the journey to the Village of the Ghosts, a series of waxop'ini will be encountered, some terrifying, who teach how these desires can be lifted and reveal where the road is that will reach Earthmaker.

It is said, "naxirak naxiragera" the spirit is a reflection of the flesh, a fact mirrored in their personifications, Ghost and Flesh, who are otherwise known as the "Twins." However, the nagirak is a kind of power, in some way insubstantial like a shadow or reflection, and controlled by the wana'ghi. It would seem to be, as a spirit, a power of animation. Certain people have acquired the extraordinary power of transforming themselves into ghosts and completely controlling their souls. Some powerful shamans have even been able to visit the Village of the Ghosts in this form. The obfuscating of the boundary between life and death occasionally occurs during sleep. While a person sleeps, a waxop'ini spirit may summon his soul from his living body, allowing the soul to travel to the Village of the Ghosts to receive a dream directly from the spirits who wish to contact him. When they have done with him, his soul returns to his sleeping body.

When a person dies, his conscious self lives on and sometimes the person does not even realize that he is dead. The soul stays around the body for four days, the period during which the Honara Jobohara is held for it. Then the spirit begins its journey to the Village of the Ghosts, which is not a simple and easy trip. To aid him on his journey are certain other ghosts, the spirits of those who had been killed in war by the elders who attend the wake. Inasmuch as the slain are said to be at the service of the victors, the veterans of wars may offer them as guides to the deceased on his journey to the Ghost Village.

Those who reach Earthmaker may elect to return as a human, an animal, or a bird, although most decide to return as humans and even choose to be born in their own villages. Normally only those who were killed in battle would have the opportunity of entering the abode of Earthmaker, although with the advent of the Medicine Rite, its members were thought to have this power as well. However, those killed on the warpath, who choose to dwell in one of the spirit villages on the road to Earthmaker, will look just the way they did when they were buried, which usually means that they will carry with them horrible wounds. The rare ghost who does not have the power to get to his Village of the Ghosts is called a rohapjį "a whole body."

The lives of ghosts in the Village of the Ghosts seem to be carefree with most of their time spent in song and dance. However, they are creatures of the night and disperse with the advent of daylight. They also have a peculiar aversion to ashes: if a person were to throw a handful of ashes at a ghost, it would flee.
 
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