Posted by S H A T T E R ! | Rebirth of Aesir |
Fall Out Boy (#78868)

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Posted on
2017-09-24 11:41:04
D E S C R I P T I O N
Æsir (pronounced: ay-sear, Old Norse): A tribe of gods in Norse religion, which includes most of the “main” gods such as Odin, Frigg, and Thor.

Aesir is a pack built upon strength, ferocity, and glory. It is certainly not a place for the cowardly and faint hearted, nor the morally upstanding. Although Aesir is not a truly evil pack, their amorality is not to everyone’s taste, and they have no problem welcoming the morally corrupt into their ranks as long as they demonstrate their value.

The pack has no dominant gender, only a dominant belief in the value of strength. Regardless of gender, breed, or size, a wolf welcome to claim a rank in any tier below The Revered, provided they can prove themselves worthy of the title. The only discrimination is based on weakness. If a wolf is weak, talentless, or pathetic, they can only claim the rank of subordinate, or they will be forced into slavery to serve the stronger and fiercer. Regardless of rank, each member is expected to have some fighting prowess, or at least be willing to learn.

From the outside, Aesir can appear to be a crude, violent, or barbaric pack, and on some level this is true. They have little regard for the lives of those deemed unworthy but, perhaps a little surprisingly, the pack reveres family on a near-sacred level. There appears to be two contradictory sides to the pack: the violent, unmerciful side shown to outsiders and enemies, and the loving, family-orientated inner life. But it is complexity, not contradiction. Despite their devotion to family, no wolf would be forced to start a family if he does not wish.

As the pack is based on Viking culture, they are also pagans, and worship a unique pantheon detailed further below.

L O R E / B E L I E F S
The god pantheon of Aesir consists of eleven deities. The deities are depicted as various animals:

FENRIS - WOLF. The hilmir – chief – of the gods. He is associated with war, death, and knowledge, magic, and courage.

NATHRIR and LOKNIR – TWIN SERPENTS. The guardians of Fenris, these serpents represent loyalty and betrayal respectively.

REVINN – RAVEN. The raven is the god of justice and righteousness. It is physically blind and deaf, but can see a wolf’s soul and judge its worth. Revinn accompanies the souls of the righteous to the hall of the gods.

ARDVAKAR – STALLION. The stallion represents masculinity and virility.

HEIDRUNA – GOAT. The female goat, Heidruna, is the goddess of poetry, music, and story-telling.

REFAKKI – FOX. The goddess of mischief, trickery, and seduction.

ASBJORN – BEAR. Generally thought of as female, the bear Asbjorn is associated with protection, ferocity, passion, and fertility.

HVALRIS – WHALE. The whale Hvalris is the god of mortality, the moon, and the afterlife. Hvalris accompanies the souls of the evil dead to the underworld beneath the sea.

UGLIR – OWL – goddess of beauty, love, wisdom, and hunting. She gifted wolves with their intellect and strength.

HEITHIR – HAWK. A shape-shifting god who is strongly associated with change and fate, and is thought to guide and alter the lives of mortals.

According to the legends, Loknir turned on Fenris and tried to swallow him whole. However, Nathrir attacked him, catching his tail. Loknir, in turn, caught his brother’s tail. Similar to the ancient “ouroboros”, the two serpents devouring each other represents the constant struggle between good and evil, and the equal strength of each.

H I S T O R Y
The origin of Aesir can be traced back many years, to the island of Anikira, when a single pup was born to two rare and ferocious breeds of wolf. The half-Dire, half-Kenai Peninsula survived against all odds, clinging to life as her littermates perished. The gigantic pair, a Dire mother and Kenai father, were stoic wanderers who passed through this territory and that, never staying long, always adjusting. Her parents taught her then names of each of the gods and goddesses that guided their lives, and instilled courage and strength in her young heart.

Under her parents strict but loving guidance, Valdís was content - for a while at least. At six months old, she witnessed her mother succumb to a deadly disease that rotted away her brain until she had no recollection of her mate, her daughter, or even herself. After her death, Dís's father was never the same, although he remained strong for his daughter. A few months later, it became clear that her father would not last much longer either. His health rapidly began to decline, until eventually he requested that Dís fight with him to the death, so that he could die in battle. It was not the glorious death he had hoped, but they both fought with all their might. At the tender age of nine months old, Valdís fled Anikira, with no intention of returning.

On the mainland of Melcro, Valdís began her life anew. She travelled for years, restless and searching for some higher purpose. For a while she believed she was destined to be alone, that her gods had abandoned her. She tore through western Melcro like a whirlwind; picking fights and challenging alphas, ravaging everything she crossed paths with. One fateful day though, she crossed paths with a wolf named Siggy who changed her profoundly. Convincing Valdís that she was not destined to be alone, the two began travelling together.

During her journey, she met many new faces eager to join her growing family. Some drifted away from her eventually, but others remained steadfast and loyal as they travelled, lawlessly, across the land. The ragtag group all adopted Valdís’s beliefs in gods and goddesses, and of sacrifices, though each to a different degree. Some favored one deity in particular, some chose to revere them in their entirety, and some barely believed at all. Although her beliefs were sacred and integral to Valdís’s vision of her pack, it came second to the individuals themselves.

The pack thrived. Setting up their homestead by the coast, near to where Dís knew Anikira to be, Aesir reached almost 40 members at its peak. Filled with fearsome warriors, sacred healers, and skilled hunters, Valdís had built herself up from nothing and created what she had always wanted: a family. The pack, though it was more of a community, looked to Valdís’s leadership at all times, and she never once led them astray. They worked together seamlessly, an unstoppable force raiding the territories of rival packs for prisoners, gaining new land to expand their growing numbers, and protecting one another with lives.

Sadly, it was not to last. One night a great fire raged across the land. Living so close to the coast, the pack was trapped, and many perished in the confusion. With a deafening howl, Valdís drew the remainder of her pack to her, and one by one they plummeted over the cliff under her direction. Valdís was the last to leave, struggling to save as many members of her pack as she could from the chaos. She watched as her oldest and dearest friend, Siggy, made one last dash toward her through the fire, watched as she fell in one heart-wrenching moment, and was engulfed by the fire. At the last second, Dís herself plunged off the cliff face and into the icy water, the final survivor of her once great pack. Desperate but still driven to survive, she made the long journey back to her birth place, where she hoped to find the rest of her pack waiting for her. When she arrived on Anikira, dripping and exhausted, there was no signs of her pack anywhere. But that will soon change.

Years have passed since the fire had broken out and the pack had returned to the original homeland of its great alpha, Anikira. The proud alphess had found a suitable male to produce future lineages with and the pack has survived under the pairs leadership. But as the years have passed and the powerful duo has retired, they turn the reigns over to the young heiress whom has to prove to the gods she can return the once glorious Aesir back into the powerhouse pack once more.

B A S I C S
Lands: Miera, Anikira

T I E R - O N E: THE REVERED
Hilmir - RESERVED
Jarl - RESERVED
Kyn - RESERVED
Thane - RESERVED
Ellri - RESERVED

T I E R - T W O: THE MARAUDERS
Hersir - TAKEN
Rekkr - None
Dregnr - None
Nyr-Dreyri: None
Svein - None

T I E R - T H R E E: THE ENCHANTERS
Seithr - None
Gydja - None
Laknir - None
Eithir - None
Fraethi - None
Laerling: None

T I E R - F O U R: THE VENATORS
Veithimathr - None
Veithi - None
Leitr - None

T I E R - F I V E: THE INITIATES
Bryti - None
Aetti - None

T I E R - S I X: THE HEATHEN
Thrall - None


THE REVERED TIER
Hilmir - Meaning "Chief" in Old Norse, the Hilmir is the mighty leader, the alpha, of the pack. They are responsible for the continued survival of the pack, and their decision is final, though they look to their trusted Jarl and Thanes for sage advice.
Jarl - The pack's second-in-command is the Jarl, a wolf whom the Hilmir trusts with their life. They are held in high esteem and are responsible for the Hilmir's duties if the leader is otherwise occupied.
Kyn - The offspring of both the Hilmir and Jarl, the Kyn are affording this high ranking position for only the first year of their life. After that, they must prove themselves as a warrior, priest, or hunter, and join the lower ranks. Kyn have no authority over other wolves; the title is merely honorary.
Thane - The Thane are a council comprising of members from other tiers (excluding the Heathen Tier) who are among the Hilmir's most valued friends, and confer with the Hilmir, Jarl, and Ellri on matters concerning the pack.
Ellri - Those pack members who have reached old age are counted among the Ellri. Strong, wise, and intelligent, the Ellri advise the Hilmir on all manner of matters.

THE MARAUDER TIER
Hersir - The Hersir is a single wolf who has proven their skill in battle chosen from the ranks of the Rekkr, to lead the warrior tier. This wolf is responsible for co-coordinating new recruits, allocating spies and scouts, and conferring with the Hilmir and Jarl regarding battle strategies. As the lead warrior, they are expected to keep the warrior tier in line. If the Hersir chooses, they may take on as many apprentices from the Nyr-Dreyri and Svein ranks as they please.
Rekkr - The Rekkr are Aesir's elite warriors, having proven themselves to both the Hilmir and the Hersir. They are well regarded within the pack, and assist the Hersir with their duties. Additionally, a Rekkr may take on a single apprentice from the Nyr-Dreyri or Svein ranks to train them, advise them, and shape them into a fearsome warrior.
Dregnr - The Dregnr make up the bulk of the warrior tier. They are skilled warriors who have risen above the rank of Nyr-Dreyri and Svein, but are not yet ready to ascend to the position of Rekkr. On rare occasions, newcomers may be assigned this position after sparring with the Hersir and proving that they are capable of such a rank, but usually they are made a Nyr-Dreyri.
Nyr-Dreyri - Literally "new blood", the Nyr-Dreyri are newcomers to the pack, and therefore have little training at the standard the pack expects. Any outsider, regardless of age, will be assigned this rank, if they do not impress the Hersir in a one-on-one spar. They will be assigned either to a Rekkr or to the Hersir for training.
Svein - The Svein are pack-born wolves who have chosen the warrior pathway. Normally aged between six and eighteen months, the Svein will remain in this position for as long as it takes them to be promoted to Dregnr, or for as long as it takes them to quit and either join another pathway, or leave the pack. They will be trained by a member of the Rekkr, or even by the Hersir.

THE ENCHANTER TIER
Seithr - As the pack's resident shaman, or prophet, the Seithr is one of the most respected members of the pack. The Seithr is the pack's strongest link to the gods, and therefore must be trusted implicitly by the Hilmir. This wolf must be believed to be imbued with the magic of the gods; an oracle who can communicate with spirits and gods alike. The Seithr will organise and oversee and spiritual events that take place in the pack. This wolf may be asked questions about an individual's fate, but the god's answers are rare and cryptic. On top of their powers of sight, the Seithr is also a knowledgeable healer.
Gydja - A priest or priestess, the Gydja have decided to dedicate their lives to the gods and will work closely with the Seithr. They are well regarded within the pack, and assist with any rites or sacred rituals carried out by the Seithr. Furthermore, they may be more connected to one of two gods than others, making them a "specialist" in that area.
Laknir - A Laknir is a maester of healing; an expert in the field of plants and remedies with which they may heal pack members. Their vast knowledge is to be used strictly for the good of the pack, in order to aid and strengthen it.
Eithir - The Laknir's malevolent counterpart, the Eithir are maesters of sabotage. They use their skills to concoct various poisons for use on enemies; using their skills strictly offensively, to damage any wolf foolish enough to cross Aesir.
Fraethi - The Fraethi is a single wolf charged with keeping the past alive and well-known. Specifically, the Fraethi is a lore keeper, who is well-versed in the gods and their many tales and significances. Often regarded as a story-teller, too, this wolf must be extremely knowledgeable about the pantheon worshipped by the gods, and for this reason they work closely with the shaman and priests.
Laerling - A Laerling is an apprentice who has made the decision to join the Enchanter tier, but has not yet specialised in one area or another. They will be taught by the Seithr and then by a member of whatever position they are considering until deemed worthy to ascend up the ranks.

*bolding denotes the rank having substantial influence and respect within the pack - these are the most highly regarded individuals.

Character Sheets

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Edited on 24/09/17 @ 18:40:07 by Fall Out Boy (#78868)

Fall Out Boy (#78868)

Usual
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Posted on
2017-09-24 12:04:10
Please note: These rules apply ONLY when combat mediation is incurred, and does not precede free-form combat. If both players can amicably agree on the outcome of a fight and determine a win/loss/draw on their own, then there is no need to use these rules. However, in order to maintain a high rank of lead position or upwards, your wolf must be open to combat challenges.

Combat Mediation
The new combat system allows members to put their character’s grit and guts to the test in an all new mode of role playing. Revamped to allow for more comprehensive mediation, this system judges in-character disputes of a highly combative nature, and fairly determines the victor, as well as the aftereffects of injuries sustained in a controlled setting - particularly when an outcome cannot be mutually agreed upon by the participating players.

In order to incur mediated combat, you must make sure that your wolf meets the minimum post count requirement for the type of challenge you are issuing:
Standard rank challenge – 30 posts
Supreme rank challenge – 70 posts
General challenge (i.e. retaliation, vengeance) – 20 posts
Punishment (for higher ranking wolves) – 50 posts
Conquest challenge - 60 posts for the wolf leading the conquest
The amount of maximum damage you are able to cause is also restricted by your post count:
Dominance-only challenge (non-hostile/limited damage) – no requirement
Moderate damage – 30 posts
Severe damage – 50 posts
Permanent/Maim – 100 posts

Application
When you are ready to issue your challenge, an application must be filled out, which outlines the cause and intentions of the dispute. The application must be in the following format:

Challenging wolf: The name of the character bidding the challenge, and the owner (you).
Challenged wolf: The name of the character being contested, and the owner.
Reason: What category does the dispute fit under i.e. rank challenge, punishment, discipline, maim, etc (see below for a full list), and remember to provide an explanation of the dispute to give some context.
Objective: What amount of damage your wolf is attempting to cause i.e. none (dominance dispute), moderate, severe, or permanent (only allowed for maims). Feel free to elaborate on the area of intended injuries, if you wish – it does not guarantee their outcome, as your wolf must win the challenge in order to deliver the specified injuries.


Any wolf can theoretically be challenged, as long as all criteria are met (see post count requirement), but it is up to the application to prove legitimacy in the reason and objective before it will be authorised, as mediation requires a great deal of effort from the supervising judge in order to be thorough in umpiring the winner. The following is a list of possible reasons, categorised by motive, that would merit a viable combat challenge:

Reasons
Standard Rank Challenge - for ranks up to and including lead warrior position.
Supreme Rank Challenge - for the alpha and beta positions only.
Combat Conquest - challenging another pack for ownership of their land.
Punishment – If your high-ranked wolf is threatened/insulted/betrayed by any lower-ranked wolf
Retaliation – General provocation of any means (violent or verbal) amongst wolves of any rank, including loners.
Discipline – educating another wolf via mutual sparring, without intention of causing injury i.e. a lead warrior giving combat training to a warrior.
Vengeance – exacting revenge for a previous misdeed, perhaps from a dispute long ago. Can be for the retribution of another wolf.
Invasion – against a wolf who is trespassing in territory that does not belong to them (unless they have intentions of joining, and have stipulated this out-of-character). They must be given one warning in-character before the challenge can be issued.
Maim – performed only by higher ranked wolves (i.e. alpha, beta, and lead positions) in response to a criminal act done to a member of their pack, or on their territory. Intends to cause severe and sometimes permanent damages. Only valid if the offending wolf has caused intentional harm or cruelly disobeyed pack law, whether consented by the injured player's wolf or not (this includes rape that was permitted out-of-character).


These are the main categories that you could include in your application – more may be added if additional scenarios appear that warrant a combat challenge. Once the application has outlined all characters involved, as well as the instigating reason, an objective must be described that gives the mediating judge an idea of what damage your wolf is intending to do (and could thus receive themselves if they are not victorious). As a general rule, the more heinous the crime, the greater the damage the mediator will allow when reviewing applications.


Objective
If you do not wish to cause any damage, then simply put ‘Dominance’ as the objective, and an overall winner will be determined, with a small chance of insignificant injuries being sustained in the process. If you wish to cause a ‘Moderate’ amount of damage, then both your wolf and the other wolf will be susceptible to medium-level injuries such as sprains, open wounds, scarring and infection, which will heal over a few OOC weeks. ‘Severe’ damage allows for brutal injuries, such as broken bones, substantial open wounds and resultant limps, and can take a number of OOC months to heal. ‘Permanent’ damage is the highest level of mutilation that can be delivered, and can only be specified alongside maiming – these are long-lasting impairments, such as blinding in one, or both, eyes, removing an ear, tail, or tongue, or permanently impairing any other body part (maims can only affect ONE part of the body, not multiple). For the maim to be successful, an obvious attempt to harm the limb in question must be observed before the final combat round is over.

Once the combat application is made by the challenger in a new thread in the combat board, the challenged wolf must respond with a post that will either:
1) accept the terms of the challenge and potential injury, instigating the first round of combat from the challenger in their specified thread
2) refuse the terms entirely (in which case a staff member will review the validity of the reason),
3) barter the terms to reduce sustained injuries (in which case a staff member will review the validity of the objective damage)
4) Surrender, if a refusal is overturned by the staff member. This will occur if the challenger’s reason is valid (i.e. the contested wolf did a bad, bad thing) but the challenged player does not wish to participate in the combat at all, and is essentially the equivalent of pleading ‘guilty’ to reduce the ‘sentence’. The challenged wolf will instantly receive the damage to a lessened extent than if they were to proceed with the battle and be defeated. Note: surrenders can never result in a permanent maim. The challenging wolf may post an in-character depiction of the damage being inflicted, with permission to power-play only to the extent of the confirmed injuries.

Combat Immunity
Can your wolf have immunity to combat challenges? Absolutely – it would be unfair to expect everyone to have to participate in the more violent aspects of the role play, especially when Anikira encourages variation in role playing background and writing experience. If you truly detest the idea of your character being challenged to battle, then simply ensure that your wolf does not infringe upon any of the above reasons that can merit a challenge. Whilst anyone can issue your character with a combat challenge, it will always be annulled by the staff if there is no viable in-character reason, and your wolf will remain unharmed. Breach any of these offenses and there is no guarantee that your wolf will remain unharmed – so anyone with a hostile or immoral character should be prepared to receive a challenge in response to their wolf’s actions, and deal with the consequences maturely in an engaging and exciting combat immersion. No character is exempt from reaping what they sow. This means that all in-character actions and decisions should be thought through in advance, as “I just don’t want my wolf to be hurt” even though they are prepared to hurt others will certainly not warrant a valid refusal. Disharmony and chaos in the role play must be balanced by the opportunity to resolve and amend these scenarios with fair combat and retribution to the offended party. Please note that if another player consented to your character harming their wolf in any way, this does not grant you immunity against a challenge from another wolf in response – though they permitted it OOC, other players whose wolves might be closely associated with that character did not, and they are fully justified in seeking revenge on their behalf.

Exception to the immunity rule: If your wolf is of a high rank i.e. lead warrior/hunter or above, then they are never immune to rank challenges, regardless of whether they have abided by the rules and committed no in-character offenses against another character. This is part and parcel of playing a high-ranked wolf.


How combat is judged
Combat must be one-on-one, and lasts for a maximum of 3 turns each (6 posts in total), starting with the challenging wolf (unless otherwise agreed upon). This can be shortened to 2 turns each when necessary, but if the participants desire additional turns then it must be approved by the mediating judge, as it increases the workload for judging.
Each post is graded from 0-10 in three categories: coherence, guard, and power play (for a total of 30 marks per post). ’Coherence’ judges the clarity and fluency of how you describe your wolf’s tactics – the strategy must be logical and make sense in your mind’s eye. Convoluted stratagems will make it harder for the judge to understand what your wolf is trying to do, whilst over-simplified approaches might not make any sense, either. Ensure that you reach a good balance. ’Guard’ judges your wolf’s defense, and the attention to detail you make in specifying HOW your wolf is defending themselves and thus not exposing the vital parts of their body. Neglect to mention these details by depending too heavily on offensive tactics and you will score very poorly. Judging ’Power play’ ensures that you are not attempting to control the other wolf in any way, whether by making immediate contact or simply making an assumption about the other wolf’s whereabouts and intended tactics. It also includes your wolf inexplicably dodging every attack the other character makes. A successful combat tactic is always about compromising and minimising damage, by judiciously allowing your wolf to sustain some degree of harm. You will not be penalized marks for receiving any damage - it only determines the location of the injuries sustained when the victor is decided. Once the combat is finished, and each wolf has made 3 posts (for a potential maximum of 90 points), a final mark out of 10 is given for ‘Originality’ – this judges your wolf’s overall style and outstanding tactics throughout the entire fight. How you receive points in originality is up to you – you could incorporate humour, monologue/dialogue, astonishing battle tactics or unique use of the environment. It’s entirely about creative freedom. Each participant can achieve a cumulative maximum of 100 points from 3 rounds of combat.



Height & Weight bonus:
In addition to Originality, there is one extra score given out after battle, known as the Height and Weight bonus (wolf length is inconsequential to this number). This means that the size of your wolf is no longer a mere arbitrary and aesthetic characteristic – it now offers a functional, practical use in battle as it would a wolf in real life. By spending points to purchase increased height for your character, you them a small combat edge, to incorporate a sense of realism in battle. i.e. a 25” wolf obviously has a disadvantage when pitted against a 35” wolf, and this is reflective in the bonus that is awarded after the points for the fight have been delegated.
The bonus is determined by finding the size difference of the two combatants and dividing it by 10, via the following formula:
(Larger wolf height + weight) - (smaller wolf height + weight) ÷ 10


e.g. If Wolf A is 25” and 100lbs, and Wolf B is 35” and 150lbs
then the formula would be:
(185 – 125) ÷ 10 = 6 bonus points to the larger wolf

This bonus is capped at 10 points – any more than this will be omitted in favour of fairness, and to avoid people infinitely buying height/weight in an attempt to make their wolf indestructible. Relying on this bonus to win is futile, and a smaller wolf is just as capable of winning if their player has the skill and confidence to execute the appropriate tactics and defenses against a larger foe.


Determining the winner:
When all marks have been allocated and tallied up, the highest scoring wolf wins the fight. From here, it is up to the participants to continue the thread as they wish, with the winner and loser clearly defined.

Winning by default
It is possible to win a combat challenge by default, given that the combat has entered round one – for this to happen, the challenged wolf must have accepted terms of the combat application, or a judge has amended the bartered application and commenced combat. If either participant fails to respond to their turn within 4 days, then they automatically forfeit the match, rendering the other wolf victorious. If any participant edits their submitted post without staff approval, this also creates grounds for automatic forfeit, as altering combat after your turn has been posted is prohibited.


Injuries & Probability of Infection
Though the severity of injuries is determined prior to the fight (moderate or severe), and the location of these injuries is determined during the fight, the length of time it takes for the loser’s wounds to heal is determined by the size of the gap between the winner’s score and the loser’s score (quantified as probability of infection). During this time, the defeated wolf enters a cool-down period that lasts until their injuries are healed, where they are unable to be challenged again (although they can still issue challenges if they desire). The probability of infection could be calculated as such: if the winner scored 73 and the loser scored 53, then there is a (73 – 53) 20% probability of infection where moderate wounds might take 2 OOC weeks to heal, and severe wounds might take 2 OOC months to heal. If the difference in score was greater, such as 40%, then the healing process would take 4 weeks, or 4 months, respectively (these durations are hypothetical, and it is up to the discretion of the judge to determine the healing duration depending on the nature of the injuries). Note that infection only occurs in moderate and severe injuries – non-violent challenges causes minor and negligible harm, whilst maiming challenges cause injuries that are absolute, and do not heal over time.


Point Incentives
Once mediation is complete and the outcome determined, the winning character will receive 25 points, and the defeated character and mediator will receive 15 points each. In the case of a win by default where the challenged wolf surrenders before the first turn of combat begins, no points will be distributed. In the case of a win by default where either participant reneges on the terms of battle after combat begins (e.g. by going inactive or breaking the rules), the winner will receive half of the full victor's prize (10 points), and neither the losing wolf nor the mediator receive any points.



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Fall Out Boy (#78868)

Usual
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Posted on
2017-09-24 12:05:09
Rules

Below are the rules for roleplaying in Anikira. Please be sure to review them frequently, as the staff will make changes from time to time. We will usually note this in the announcements, but you are responsible for familiarizing yourself with them!

- Basic Rules -

Everything under this category is common knowledge and should be known well. Anyone breaking rules in this section is subject to disciplinary action by the staff.

1. When creating your wolf, please leave the form in its current format. We have set it up in such a way to keep all the biographies uniformed, and so that it is simple for others to find information about your character. The biography form is automatically inserted into the thread when you create it.

2. Please do not post in character until a staff member has reviewed and accepted your biography.

3. We require that all in character posts be seven detailed setences or longer. Posts under this amount may indicate that the role-play is too advanced for you.

4. Basic rules of realistic, advanced roleplays apply. No desperatism, no god-modding, and no power-playing without the permission of the character’s owner. You cannot be mates with your own character.

5. Literacy is required. This means proper grammar, writing out numbers, correct spelling, and good content. Please bold all speech and italicize thoughts.

6. To keep lone wolf character numbers down, and pack numbers up, Anikira has placed a restriction on the number of "Loner" characters a member may have. For every three characters you own, only one may have the title of "Loner". If you only have two characters, one must belong to a pack.

7. All pack joining is done in character, and this is at the discretion of the alpha wolves of the respective packs.

- Breeding Rules -

With the arrival of new life, there are certain things that need to be handled. Please consult this section if you are considering a litter of pups.

1. Pack wolves are at the mercy of their alphas. It is up to the individual alphas to decide whether their pack members are allowed to mate or not.

2. Forced breeding is allowed. However, it must be discussed out of character between the two users before hand. Do not expect any pity when the other wolf’s owner complains that you force-bred their character without permission.

3. Due to Lioden rules of role-play, graphic breeding or open discussion of it are not allowed. Please fade to Black.

4. The administrator will pick the number of pups born in a litter based on breed stats and other factors. There is only a 1/3 chance that pups will be conceived in any given litter. If either parent has reproductive problems, this chance goes to 1/6 or 1/9. The parents get to pick the genders and appearances. However, the pups can only inherit traits from their parents or relatives.

5. There are no set rules on assigning adopters to pups. The roleplayers of the parent wolves have sole discretion on how these pups are adopted and who adopts them.

6. Pups age at a rate of two months per month for the first six months. They then cease aging and remain at one year of age until they reach their second birthday. Pups will be playable one month after they are born, or at two months of age.

- Posting Rules -

There are a few simple guidelines for your posts. Please be sure to review this and ask questions if there is anything you do not understand.

1. All posts (and biographies) should be written in third person past tense. There should be no I, you, me, etc. involved in your writing.

2. Cursing is allowed but please do not be to graphic and cohere to all Lioden rules.

3. Anything sexual must fade to black if it gets outside of simple grooming or flirting.

- Activity Rules -

1. You should presumably make at least one post per character per week. Without away notification, staff members can place warnings on your accounts for lack of activity. If an account has not been logged into for over ten (10) days without a posted absence note, the staff reserve the right to add a warning level to the member's main account.

2. Members are required to respond to Activity Checks. Failing to do so will result in the deletion of all accounts. Characters can be recovered after an activity check for up to two (2) weeks. Once this period has passed, the character is considered deceased.

3. If you play an alpha character, ensure that you have delegated a member of your pack to handle business so that roleplaying can continue as usual. This includes accepting members to the pack.




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Edited on 24/09/17 @ 16:45:22 by Fall Out Boy (#78868)







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