Re: The Wolf clan are looking for leaders
Guild information,
http://wolfclan.servegame.com/
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, Youth, Adult or Elder.
* Youths are either a Child or a Youngblood. Children are expected to be defenseless and to play at various professions. A Youngblood will be apprenticing in one of the Adult professions, will have a greater tendency to change paths and may not be able to get leadership roles.
* Adults 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 are typically defenseless and semi-retired from one of the adult professions, high ranking individuals may become a member of the Council of Elders.
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 names are already in use: Crazy Wolf, White Wolf, Iron Wolf, Little Wolf, Shadow Wolf, Whispering Wolf, Dark Wolf, Lone Wolf, Gray Wolf, Black Wolf, Red Wolf, Silver Wolf, Thunder Wolf
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.
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.
Be aware that the Mohawk and the Topknot are nice but are blocked by a bandana.
Hair color should be Black or some other Dark Brown color for Adult or Youth characters, choose White for elderly characters or for the Topknot (that makes it look like a feather).
Our basic dress is the Half-Apron or Half-Apron and Kilt if you are modest, sandals or shoes (can pass as moccasins).
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.
Children will become Youths in 3 - 6 months (real time), about age 12
Youths will become Youngbloods in 2 - 4 months, age 14 - 16
Youngbloods will become Adults in 1 - 2 months, age 15 - 18
From Adulthood till Elder can run 18 - 24 months, age 33 - 40
Elderly characters can easily last 18 - 48 months, age 51 - 88
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. Though rare, it has happened that an entire village has been wiped out by warfare, disease or by genocide.
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. Seldom will it accept the magic of the white-eye's priests or demon conjurers.
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.
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.
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, though not impossible.
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.
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.
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.