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Ardent Wolf RPG - Valhalla
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Valhalla

Valhalla

"Coming together is a beginning; keeping together is progress; working together is success." - Henry Ford



Valhalla is a pack that – while accepting most alignments as long as the behavior of the individual reflects the values of the pack – generally leans toward the side of Good, whether Lawful, Chaotic, or Neutral.

Loyalty and Honor are valued, as are Courage and Integrity, and Compassion. Members are expected to show a unified, respectful face to the outside world and to work together, even through the worst of times.

That’s not to say Valhalla will be a pack content to remain within the bounds of two lands. Fighting is a skill all are expected to learn – at the very least – the basics of, as well as basic field healing, even if a wolf doesn’t specialize in it or even have interest in healing at all.

Self defense is a required skill to learn, from the beginnings of a pup’s entry into the rank of Promise, whether it be to defend themselves against a predator, or an attacking wolf that might have trespassed into the territories, or that they encounter once they have become and Oath and are free to leave the pack territories alone.

Valhalla values its alliances and trade agreements and works to maintain friendships and agreements with allied packs, gathering resources, or even raiding other packs that have not gained their alliance or proven an irritant for resources to stock up, or trade for better.

At its most ideal, Valhalla will have a Trinity of Leaders—Spirit, Soul, and Heart. Pack wolves are encouraged to be ambitious and aim to work for high ranks, whether it be through rigorous sparring to prove their prowess and dependability in battle to achieve one of the Beta ranks, or being a constant presence as a hunter, attending pack hunts and leading them to reach the rank of Butcher as the most masterful of hunters, or working hard to keep the pack healthy as a Cure.

Crafting is a skill that is valued in Valhalla, from architecture to weaponry and defenses, and wolves who have these skills will do well to be hard workers, inventive, and ingenious in their projects.

Agriculture is something that Valhalla is willing to dip their paws into, and perhaps even take by storm eventually (stay tuned, folks!).





Territories

Former Leaders

General Rules

Valhallan Common Law (much is WIP, but here ya go.)


•    The Spirit’s final word is law – and the laws are here for a reason. Follow them or suffer the consequences.

However, the pack Council is to be involved with the creation of new laws beyond these foundation stones.

•    Pack meetings are mandatory for all in the pack except newborn pups (Hopes) or severely ill or injured members. Missing two in a row with no notice given to the Spirit will see you removed from the pack, should you be in the Common Tier, or demoted to the Trouble Tier should you be in the working or upper Tiers. Tardy paws catch no prey, and slackers get no quarter.

•    During times when the pack’s numbers are high, mating rights are restrained to a ‘permission only’ status. To avoid overhunting the prey animals with a population too high for the territories, members must make the Spirit aware of their desire to sire or bear pups. Love itself is encouraged, mind.

Members are also encouraged to pay close attention to the numbers of the pack to be sure they won’t be stressing the population by bringing new lives into the pack.

These are also times when the least active wolves will not be encouraged to remain in the pack.

•     Love beyond the pack is fine. However, be aware that any litters sired by a male member of Valhalla are expected to become members of the pack, along with the mother, unless an agreement can be made or a foster mother is chosen to raise the pups.

Love between packs is… surprisingly not unencouraged. However, it is to be understood that the pack the love interest, litter parent comes from should be an ally of Valhalla and friendly with the pack. The parents must be able to agree to a partial parenting plan at the very least. The pups are to be raised, once they are weaned, half the litter in one pack, half in the other, switching out between the packs each half season to learn about both sides of their parentage.

However, should the mother of the litter decide to move to Valhalla, she is welcome to do so. Alternatively, if the father of said litter desires to leave and join the pack his lady resides in, this is acceptable as well.

•    Members of Valhalla are to demonstrate dignity, honor, regality, unity and endurance to outside wolves. Thus, members of the pack are expected to show some measure of respect to others, whether they know them or not, until a valid reason has been given to hurl insults and bare fangs.

Misbehavior will not be tolerated and will be dealt with publicly via demotion or removal from the pack. Regardless of your personality, show a mature, polite, united face to the outside world. “Kill ‘em with Kindness.”

•    The Spirit is not responsible for picking mentor-apprentice pairings. You are. The Spirit needs only to announce your choices at the next meeting. Mentors are responsible for paying attention to the new or young wolves in Valhalla and choosing those who show the promise needed to accel in the mentor’s Circle.

Similarly, young wolves or newcomers to the pack (Outlanders) are highly encouraged to explore the various Circles and consider their paths wisely, and should they wish to learn under a certain wolf in the Circle they choose, they are responsible for telling the Spirit and their chosen mentor.

•    Challenges for higher ranks or tiers are not un-encouraged, but those considering that path must reflect upon their past performance to decide whether they are truly worthy of the rank they desire, or if harder work and training are needing before they should ask the Spirit for a blessing to challenge.

Those who challenge for a rank despite being told they can’t will be removed from the pack, likely maimed – especially if the rank they desired and challenged for was a high rank such as the Soul.

•    Trespassers run the risk of maiming and force-claiming should they not heed the one warning to leave the territory. Those who caught the trespasser are to escort them from the territory and watch to be sure they leave.

While it is customary to give a warning to a trespassing wolf – or any creature – the exception is during defense from raids and sieges. Since a raiding party is well aware they’re trespassing and are doing so intentionally, there’s little need for warning. Attack on sight, Valhallans.

Similarly, Valhallans are expected to send up a stand-by warning to the pack when suspicious wolves are found hanging around the border itself or the bordering lands around Valhalla’s claimed territories. This is not an optional rule.

•    Those outside the pack are not to be privy to Valhalla’s secrets. Maintain discretion regarding numbers, health, and morale when speaking to non-Valhallans. The exceptions are details about Valhallan Laws, Customs, and its overall values as a whole.

(i.e. “Our pack values teamwork and working hard on skills and fighting.” Is just fine; it promotes the pack and presents it as strong and united. “We have twenty-four members, and our healer is sick; we don’t think she has long” is not okay and is grounds for punishment or even banishment.)

Anything else can only be divulged by the Spirit, Soul, Heart, and Second Tier members when accepting new members or conducting recruitment forays.

•    When leaving the pack borders, it is mandatory to at least howl to announce one’s intention to venture out for a time. Those who leave without telling anyone run the risk of temporary demotion if at a higher rank, and to Delinquent if among the lower tiers.

Let the Spirit know you’re going out, and where you’re most likely to be, not because you’re in trouble, but because if something goes wrong, someone knowing at home will result in a much swifter search party bringing help.

[You do not need to actively thread with me to have the character let mine know—all pack members have permission to PP having told my alpha characters they are going out. At the very least, howl to announce it.]

•    
Customs:

Valhallan Customs

•    Playtime!

In Valhalla, importance is placed upon friendship, playing together, working together, and creating lasting bonds that will hold up even in the darkest of hours and toughest opposition.

This custom is not an annual festival or every now and then kind of thing—nope! Spur of the moment playtime is encouraged, both among the young and the adults and elderly, with the hope of boosting energy in the pack, lightening the mood during hard times, and bringing the pack together to simply bond and enjoy each other’s company.

This is also a good chance to practice skills, like tracking, during games of hide and seek, or coursing stamina in games of chase and tag. So, relax, let loose, and let your heart and mind relax, and just have some fun before going back to the daily life of duties and responsibility.

•    Festivals:

Games, festivities, spars and hunts galore. Valhalla may not hold a Festival for all every year, but when they do, it can be assured that it will be a thing to be remembered. Hostility is not allowed during the festival’s events unless there is a highly valid reason.

This is a time for packs to come together, loners to mingle with pack wolves and perhaps to assess a possible new home, and for everyone to relax and have some fun, test their skills against new faces in spars, share knowledge between healers, and bring down a feast!

Trading is welcomed at these festivals, so those with all the things are welcome to join in the festivities.

Pups old enough to travel are welcome and rest assured that any who try to harm any children attending the festivals will be dealt with in a particularly bloody manner, regardless of what pack they belong to or whether they’re loners.

•    Gladiatorial Sparring Contests:

Unlike the Festivals, where all kinds of games and skill-building opportunities are presented, this fest is very much geared toward fighting. Annual events are held at various neutral locations by Valhalla, (or an allied pack, if the leaders of each pack set something up) and are open to all wishing to test their skills in fights in a fun contest.

Pairs and melee teams will be chosen by the host or hostess (or plurals of them should other pack leaders host it with the Spirit).

Maims and Death Matches are not welcomed in these events, spars and dominance matches being the only allowable type of fight. If someone has problems with someone else, they will not be allowed to be opponents unless they swear an oath to keep it clean and fair. If they wanna rip each other’s throats out, they can do it on their own time and not at the event.

Records will be held! Champions crowned and challenged the next year! Glory and fame to spread across the land! Are ya game enough?



•    Market Day:

Twice a year, Valhalla will open a trading fair at a neutral location, sometimes in the West, sometimes the south, and maybe even the east of Boreas, depending on where trading is best. Open to packs and loners alike, it’s a chance to trade one resource for another, and not just in goods. Hunting agreements, trades of skill… these are just a glimpse of what may be available.

•    Storytime:

Twice a month, the pack gathers, not for a meeting, but to settle in together with metaphorical popcorn (read deer legs, bison haunches and bunny cuts) to share stories about anything in particular, from legends they grew up with as a puppy, real history, or just stories about something funny that happened the other day. Doesn’t matter what the subject is.

The purpose is to bring the pack together without any formalities, to get to know one another, and probably laugh at a few funny tales. There will be no mandatory call from the Spirit to gather the pack – instead, a schedule will be announced, for all to keep in mind.

The Storytime gathering is semi-optional—you are highly encouraged to join in but won’t be penalized if you don’t.

•    Hunts Beyond the Wall:

Twice a year, the Spirit will lead a hunting party beyond the boundaries of Valhalla – once in Spring, once in Autumn – to hunt prey animals that don’t commonly graze in the pack’s lands and add variety to the long winter’s meals. Hunters are expected to attend and will be penalized – even demoted – if they do not attend to successfully bring down prey.

The meat will be hauled home on travois and in hide pack bags to be preserved and cached for winter or times when prey at home may be scarce or needing to rebuild numbers.

•    Wood Gathering Galivant:

Through late Summer and Autumn, the pack is expected to gather in groups and teams to gather firewood for the fire that burns in one of the caves within the Adravendi Seat. Near and far, hardwood and softwood.

As this fire is open to all pack members to visit and warm up beside through the cold weather of winter and is also the source of the healers more advanced methods of making healing salves, hot poultices, and brews, this isn’t just a boon for the Spirit and their family—it’s for the pack as a whole.

•    Ursine Bounty:

A dangerous custom, but one that holds great hope of stocking the larders for winter. At the cusp of winter, as Autumn deepens and the snow begins to fall and bears settle in to slumber in their dens, the strongest wolves of the pack shall gather to track down a bear – maybe more than one – to hunt and harvest for its meat, bones, sinew, and pelts. Only the most skilled of the pack are allowed to attend, and it is considered an honor to be allowed to join the hunt.

This is also a custom to commemorate the late secondary alphess, Gwenevere Adravendi, who founded the idea one frigid autumn day.

News

Relations

Ranks

Ard Rí“High King”

The King or Queen of Valhalla. His or her word is the law and he or she is at liberty to change them at will, though the upper tiers are given a chance to suggest or vote on changes.

This rank is a legacy rank and will only be passed down to the eldest born child of their first litter, regardless of gender.

Ardyn

Lámh an Rí“King's Hand”

The secondary alpha of Valhalla, rarely the king or queen’s mate. More often, this wolf is one who has proven themselves to the utmost caliber in loyalty, honor, prowess in battle, and strength of mind and wit. In the event that the High King or Queen is unable to answer the call of a Challenger, the Deputy has the right to stand in and fight on the King or Queen’s behalf.


Croí an Rí“King’s Heart”

The mate of the King or Queen. As in all the years past, this member of the pack is the Alpha pair’s equal in all but the answering of challenges in the First Ruler’s stead. They are the King or Queen’s emotional rock, the bearer or sire of their children, and one of the Ruler’s most trusted confidantes.


Oighre an Rí“King's Heir”

Self-explanatory; this individual is the next in line to stand on the throne of Valhalla. They can be male or female, and are generally the first born of the King or Queen’s first litter of children, unless they prove incompatible with the role, at which point, their next sibling takes over.

They are to be trained from the beginning in languages, diplomacy, politics, fighting, reading and writing… if it can be taught and would be useful in the life of a leader, it will be.


An Chéad Chaomhnóir“First Guardian”

Head Beta, in charge of the home front.

Hunters and Warriors answer to this wolf, as well as the elite Ard-Chaomhnóirí, or “High Guardians” and those in training to attain such status and learning.

Cairo II

An Chéad Aimiréil“First Admiral”

Second Beta, but no less important. This individual is in charge of Sieges and Raiding parties, with the Commanders answering to them when in the field.


An Chéad Cheannasaí“First Commander”

The individual responsible for the Morning patrol.

He or she is to be in charge of training their assigned group for battle under the betas and alphas, and expected to have an excellent grasp of tactics.


An Dara Ceannasaí“Second Commander”

The individual responsible for the Midday patrol.

He or she is to be in charge of training their assigned group for battle under the betas and alphas, and expected to have an excellent grasp of tactics.


An Tríú Ceannasaí “Third Commander”

The individual responsible for the Evening patrol.

He or she is to be in charge of training their assigned group for battle under the betas and alphas, and expected to have an excellent grasp of tactics.


Ceathrú Ceannasaí“Fourth Commander”

The individual responsible for the Night patrol.

He or she is to be in charge of training their assigned group for battle under the betas and alphas, and expected to have an excellent grasp of tactics.


An Chéad LeigheasThe most experienced Healer in the pack.

Quite literally, as their rank name suggests, they have a cure for just about everything. They specialize in serious injuries and illnesses.

They are required to choose an apprentice to mentor in healing.


An Chéad Sealgaire"First Huntsman"

Master of Hunters. The Hunters of Valhalla answer to this wolf for planned pack hunts and expeditions to bring in large game to fill the larders. He or she delegates tasks to each of the higher ranked hunters beneath him or her when this wolf is not leading hunts themself.


An Chéad Fiach“First Raven”

The Highest ranking Ambassador of Valhalla, in charge of the Flight, the sect of wolves trained, or training, in the work of a Diplomat.


Caomhnóir an Oidhre"Heir's Guardian"

The individual bound to watch over the Primary Heir until his or her Coronation as the next Monarch.

They are expected to join the Heir on outings, both prior and past yearling-hood, though the closer the Heir gets to adulthood, the further back the Guardian may hang to give them the freedom to explore and interact with the world without a hovering cloud looming behind them.

Thus, the Guardian is expected to have training in concealment of themselves, diplomacy, fighting, hunting, and healing, and to know when to step in or hang back and allow the Heir to handle themself.

The Guardian is to be a Protector, not a Keeper. It is a rank that can be trying at times, depending on the Heir's personality, and utmost, undying loyalty is required of an applicant to the role.

Those interested will have the chance to apply, and in the event of multiple applicants, may challenge for the position, whether by fighting, or by each applicant giving a full rundown of why they’d be best, and that rundown had better reflect their successes and activity in the pack.


An Chéad Rúnda“First Secret''

Spymaster of Valhalla. This individual knows the best individuals for a mission and has the freedom to delegate tasks sent down from the King or Queen to obtain information on other packs and band movement. They have trained extensively and unendingly to achieve this role in the pack, and have earned the utmost trust of the Trinity.

Deception of the Trinity is an automatic Deathmatch or crippling maim and imprisonment of the traitor.


An Chéad Chnáimhseach"First Midwife"

Though the rank may say 'wife' this is a role that may be filled by a male individual as well. This individual is the utmost master in all things birthing. In high risk whelpings this is the one to be called, with the option of an apprentice or two to watch and learn.


Laochra Sinsearach"Senior Warriors"

Description to come

Taliesyn

An Chéad Phríomhoide"First Headmaster"

Master of teaching skills not related to Hunting, Healing, or Fighting.

They teach the history of the pack, navigation, and about the other packs as a whole, and where Valhalla stands with them.

These are only a tidbit of all this individual is responsible for teaching, along with reading and writing and speech.


Ard Chaomhnóirí"High Guardian"

Like the Heir's Guardian, these are wolves who have been tasked with the guardianship of the King (or Queen's) children.

The Heir's Guardian has the sole task of guarding the Heir, but the High Guardians watch over their siblings, one to a child, for all litters the reigning pair produce.

They are expected to watch over their assigned charges without restricting them unless their lives are at risk.

Their tenure lasts until their charge is an adult, at which point they may return to other service within Valhalla, or are reassigned another of the children to watch over for the next two years. The choice is their own.


MistsThey’ve completed the basics of the advanced training in shadow work and secrets. They’re gaining confidence in changing their names and mannerisms, almost able to part ways completely with their original persona. They’ve been undergoing rigorous training in changing their voices, accents, learning languages, how to move differently, and even how to change their fur colors with natural dyes.
Drachen

Ard Cógais "High Medicine"

They’ve completed their advanced training and are considered fully trained healers. They’re practicing their Craft and studies always, ever working to expand upon their knowledge and techniques, and should always be ready to learn more. While considered fully trained, they still receive elite training under the First Medicine.

They are required to choose at least one apprentice of their own to mentor, as well as assisting their fellows in training their own apprentices. They are expected to continue studying together in the more elite skills of healing, and to seek out any and all knowledge that will better their ability to care for the pack.


Laochra Ard"High Warriors"

Some of the most experienced warriors in the pack. They are wolves who have proven again and again that they can handle anything life throws at them, especially a fight, and they have served the pack well. They answer to no one but the upper tiers and the healers.

They are, however, expected to maintain this activity. The real work begins when you gain this high rank, and your duties are even more extensive.

Caelia

WispsThey’ve learned the advanced basics of tracking, moving silently and carefully, and sitting silently while listening to conversations. There’s a long, long path to follow before they’re ready to complete their training, but they’re getting there. They’re getting uncanny at reading body language and are beginning to learn new languages.

WhispersThey’ve left the basics behind and completed their beginner’s training and are now beginning their advanced basic training in stealth, languages, navigation, history, and inter-pack relations. Their loyalty to the pack and ability to keep the Circle’s true purpose secret has been proven true and unwavering. They’re beginning to grasp the true meaning of ‘Moving as a shadow in the night’, but will likely still be making mistakes, but that’s okay—mistakes are as much of a way to learn as getting it right.

Fir Arda Sealgairí“High Huntsman”

The more experienced hunters that answer to the An Chéad Sealgaire and the betas.

They are in charge of not only hunting, but training their junior counterparts, often with two apprentices to a wolf if there are enough to train in such a way.


HintsThey’ve been introduced with care into the Circle, carefully chosen for their talents seen during careful observation from the moment of their birth or acceptance into the pack. Hints have already shown an ability to move quietly and carefully, a distinct amount of curiosity, and an observant nature. The higher ranked members of the Shadow Circle, the Shadows, as well as the Zephyrs, are the only members of the Circle allowed to choose an apprentice to train.

Ard Mhná"High Midwife"

Those who had worked their hardest to become the best midwives barring the First Midwife. A

They answer to him or her, and fill in if the First is not available, or handle the more textbook style birthings.

As well, they work to train the next generation that wishes to learn their craft.


Dauntless ButchersMasters that run in both the War and Hunter's Circles.

SmoldersThe advanced basics have been mastered, left behind (though often revisited, because refreshers are always a good thing) as their advanced training begins. It’s time to learn how to splint broken bones, mend nasty gashes, and tend the sick wolves, with only minimal supervision from their mentors after a few lessons.

NervesThe days of pup-hood training and basics are behind them, and ahead of them begins the real training. These are yearlings – fresh into service – who have left the puppy fat behind in favor of shaving it all off with hard days of training. So much to learn when you thought you knew it all already. Lessons, spars, endurance and strength training. Welcome to boot-camp, kids. Let the fun begin.

They are expected to attend all lessons in fighting— from their mentors, their higher-ups, and even higher-ups in the War Circle.

Tel'Teukiira

Leigheasanna Sóisearacha"Junior Medicine"

They’ve completed their initial training, and are ready to undergo training for advanced basics, even helping with minor injuries and illnesses on real wolves in the pack. They are still very much under the apprenticeship of their mentors, but now that they’ve gained some knowledge and experience, they may be trusted to help teach the Flickering new healers in the Circle with the basics they’ve already mastered, which, in many ways, serves as ‘extra credit’ in their own training.

Amorielle
Laoise
Legacy

FlickersFreshly chosen apprentices of the Healing Circle’s higher members, these students of healing are expected to study hard, study together, and work with each other and their mentors to master the early basics of herb and plant identification, minor first aid treatments, and treatments for mild illnesses. They can expect many scenario training quizzes in their future.
Viviane

PredatorsHunting machines. They are highly experienced, proven hunters in the pack, second only to the Butchers. They know all there is about advanced hunting, and even if they aren’t quite as masterfully skilled as the Butchers, they are some of the most supremely skilled wolves at tracking prey and predators. They’ve seen nearly all of it, smelled just about all they can, and hunting is their favorite past time.

They are expected to choose apprentices to train in hunting and make their choices known to the Spirit.


ChasersThey’ve mastered the advanced basics and are ready to take on the nitty gritty of advanced hunting training. Their training in identifying prey intensifies, and they are tasked with watching the herds to learn their patterns, following them and monitoring their condition. They hold the task of coursing the prey during Hunts within the Circle, while the more experienced members of the Circle take down the prey. Thus, they are trained hard to master driving a panicked animal, as well as learning when to hang back and drive from a distance, never letting the target rest, eat, or drink.

SeekersSeekers have begun the advanced basic training of hunting. Forays beyond Valhallan territory are undergone to learn about other prey animals from the native animals of the Plains and Moor (And any other future territories the pack may claim in the future). Larger animals may be hunted, including bison and moose. They are still closely mentored by their betters in the Circle, but expected to assist in training their juniors in the Circle as well as studying together with their fellow Seekers. They are also tasked with tracking down injured prey to cull.

ScentsThe early basics have been mastered, and now they begin the training in the mid-basics of hunting. Here is where tracking unfamiliar prey animals and wolves begins to be integrated more fully into their training, and learning to identify how old a scent is, as well as picking out smaller details about the target. They are to help track down prey with the Seekers, learning along the way.

WhiffsThey’ve covered the early basics of tracking and hunting. Now the higher basic training of hunting has begun. They are still very much expected to be actively studying their hunting skills, attending lessons with their mentors, and helping train Traces with the help of their Mentors.

TracesNewly chosen apprentices (often yearlings) who either know little about hunting but have a natural knack for it or wish to learn to hunt. They are expected to attend without fail every hunting lesson held by the higher-ranking members of the Hunting Circle, study hard with their mentor, and study together with their fellow Traces.

MeteorsSecond only to the Northern Star in their mastery of navigation, the Meteors are members of the Messenger’s Circle who are entrusted with important messages, especially during times of war. They are generally small and slim of build, long legged and agile on their paws. They’ve trained to their peak endurance and stamina and know how to hunt on the run.

When not carrying important messages to other packs, they are expected to assist in hunting, and can be considered dual skilled wolves in Valhalla, though courier-work will always be their primary duty.

Like all high-ranking working Tier members in each Circle, Meteors are expected to take apprentices in their trade, and are expected to make their choices known to the Spirit to be announced at the next meeting. They are expected to help with the training of apprentices, and to keep up their own training as well.


CometsThey’ve learned almost all the stars and constellations in the sky and are expert navigators in both day and night. They know almost all the landmarks beyond the west of Boreas and are learning more and more every day about the back trails of the land.

They are expected to choose an apprentice, as well as assist in training their fellow Comets’ apprentices, and are still expected to train together, even if they are no longer apprentices themselves.


Shooting StarsThey’ve covered the advanced levels of training in navigation, landmark spotting, and languages. They now begin training in lands further afield of the pack, and beyond the west of Boreas. They’ve covered a great deal on memorizing and delivering messages to the letter and have just about half way completed training in what to do and whom to go to first if an emergency prevents the Trinity or Second Tiers from giving them a direct message to take to an ally in the event of a siege or natural disaster.

They are still considered apprentices but are expected to help train their juniors aside from studying together.


FleetfootedAdvanced training begins here, pushing harder at both mind and body, and learning new terrain and how to travel through harsher lands, both at night and during the day.

RunnersThus, begins the mid-basics of navigation, and the beginnings of learning new languages, memorizing more advanced and complex messages, and covering greater distances at higher speeds. Their mentor will have begun taking them further afield beyond Valhalla’s borders and the surrounding lands, and they will have begun being entrusted to bring messages – alongside their mentors – to neighboring friendly packs.

PagesNew to the Circle and just beginning the basics of courier-work, these wolves, whether young wolves or newcomers to the pack, are tasked with simple beginner work—bringing messages to packmates, often practice messages. Training will begin in memory training, navigation around the nearby lands, and stamina training.

PalacesThese wolves are the best builders in the pack, aside from the Parthenons. They’ve completed their training and have very likely contributed to much of the pack’s buildings and wall projects by the time they’ve reached this point in skill. They are expected, as any high-ranked wolf of any Circle, to have at least one Apprentice.

HomesThey’ve reached the highest advanced training level of their craft, and it shows in their work. They are expected to take apprentices, and share training with their fellow Homes, ensuring an even spread of knowledge and technique. Wolves of this rank will likely have formed their own techniques and tricks.

ThresholdsThe advanced basics have been left behind for the far more challenging, far more technical levels of upper training, and these wolves are balancing in the threshold between training and being trained. They still have their mentors but are expected to assist in training the lower leveled Apprentices.

FramesThey’ve mastered the early basics of building and are ready to tackle the advanced levels of the basics, learning how to lift stones above head height with leverage, and how to assess building sites, level ground, and more fun tasks. Building with poles and beams has now been added to their curriculum, and they are expected to practice together.

FoundationsBuilding things is these apprentices’ calling. From the moment they join the Circle, these wolves are set to learn the early basics of stone laying, balance, mixing clays and grouts, and other tasks that will lead them to lives filled with building the foundation of the pack’s shelter and defenses.

DiplomatsThey are trusted with solo visits to allied and neutral packs to convey invitations, greetings, and messages of delicate nature. They’ve worked hard to master the poise and grace of a diplomat, and have learned to watch without giving it away. They answer to the Master Ambassadors, as well as working alongside the Shadow Circle, Messengers, and Traders to sus out the best possible trading partners in other packs.

EmissariesDescription to come

Carrierstbd

ScribesTBD

QuillsThey’ve shown a knack for diplomacy, and thus, young wolves, or those new to the pack begin their journey to become masters of diplomacy by learning to read and write in the Valhallan Script, as well as learning languages. Lessons about the other packs are mandatory for attendance, and they are expected to be observant at festivals, pack challenges, and death matches in such times as those might arise.

WisdomElderly members of the pack – often those who have retired from an actively working rank in the Circle they served in – often around the ages of 8-10, and as old as 13. They are to be honored, cherished and respected, and are part of the Council due to their wisdom of experience. They are, for the most part, not required to do much, but any lessons they give to younger wolves of the pack are welcomed and should be paid attention to. They aren’t just ranked Wisdom for their old bones.

DischargedMembers of the pack who were forced to retire early from their Circle, often the War Circle or Hunter’s Circle, due to injuries that left them unable to perform their duties comfortably and safely. They are to be respected for their service, and are expected to pass on their knowledge, even if they may not be able to train apprentices physically.

Only wolves who have been crippled in some way are allowed to be ranked thus, and it should be very clear that this rank is in no way meant to belittle them for their injuries. If they don’t wish to be part of the Discharged rank, they may opt to instead be made a Civilian.

They are one of the few ranks in the Common Tier that are expected to take an apprentice in the lore they practiced with their Circle.


CiviliansCommon Tier members who were either severely wounded in the line of duty as a hunter, Shadow circle member, or War circle member who opted to be ranked a Civilian rather than a Discharged member, or wolves who were born into the pack and are still uncertain of what path to take in Valhalla. These are also wolves who are ill, or physically incapable of joining the hunting, messenger, or war circles, and have no knack for healing or shadow-work.

They may also be wolves who, while not able to participate in the Circles, have important knowledge to share with the young minds of the pack regarding history, etiquette, religion, language, and other skills that will still make them a benefit to Valhalla.

This rank is not to be considered a way of getting out of having to become a working Tier member. A wolf must apply directly to the Spirit and give a full, valid reason as to why they would serve best in a Civilian rank.


OutlandersThe wolves who recently joined and have not yet chosen or been chosen by a Circle. They are encouraged to explore their options and speak to members of the pack to decide where they’d like to go in Valhalla if they joined without choosing to opt for a test to enter one of the Circles. In short, they are not encouraged to remain in this rank long and should they do so for longer than two seasons, they will be gently asked to leave the pack or step up their game. In the meantime, while they’re deciding/being observed, they are tasked with attending all pack-wide hunts, fighting lessons, healing lessons, and are required to fill in sentry duty on the wall.

OathsThe Yearlings of Valhalla who have not yet been chosen by a high-ranking member of a Circle. They are expected to participate in fight training, hunting, healing, and navigation lessons so that they can be observed, or, should they wish to choose their Path, they can ask to see the high-ranking members of the Circle they wish to join, or the Spirit of Valhalla to make their desire known. Initiative and forward-thinking wolves are an encouraged thing in Valhalla, and the Spirit makes note of those who don’t wait around to be chosen and instead make the first steps themselves to move up in life. This is also a point in life where yearlings can go to the Spirit to ask to leave Valhalla if they find they want to explore the world and see what else is out there. They’re grown enough to take care of themselves, and there’s no gain for either side to force a wolf to stay where they aren’t happy.
Aoife
Coran
Fidelias

PromisesChildren above the age of half a year. They’ve seen two seasons and are now ready to start the early basic lessons with their parents or any interested pack members in hunting, fighting, and healing. Other pack members are encouraged to teach them about history, various legends, languages, and navigation. Basically, get to know the young, promising new lives of the pack. These kids are expected to attend any puppy lessons called by the ranked wolves of the various circles of Valhalla, whether it be hunting, healing, fighting, navigation, or what-have-you. Tardy or non-attendance will merit the Spirit speaking with the parents and child in question.

HopesThe young of Valhalla. Within every young life that enters the world and adds to the pack’s numbers, there is a hope that they will grow strong and be taught all that the parents and pack can teach. They are expected to be taught basic pack Etiquette, and parents are required to teach them very clearly about the meaning of pack borders, and to take them to the wall to learn never to cross it without their parents or mentors.

Aíonna"Guest"

Wolves who need a place to stay until they can straighten out their lives and decide on a course of action. In many ways, this rank harks back to the Valhalla led by Erani Adravendi. The Lady of Valhalla was well known for taking in those who needed a place to stay, whether it was a pregnant rape victim or a lost child needing a home. Or a whole litter of children needing a home.

Guests are asked to help out where they can in return for their lodging and they toe the line between being Pack and Not pack. However, they are to be treated respectfully and kindly during their stay. Should they decide to stay and become a member of the pack in full, they are welcomed, though expected to undergo the same tests an Outlander will have undergone.


DelinquentsThe wolves who have been found slacking in their duties, missed two pack meetings, neglected their lessons, or have broken a minor law of the pack. They are expected to work hard to regain favor in the pack and are not allowed to leave the borders of Valhalla unless given permission.

There will be a curfew on how long they may be beyond pack borders if permission is given, and should they not return within that timeframe, they will not be allowed to return to the pack without first proving themselves like any other joining wolf would.

If a wolf ends up in this rank twice, they will be encouraged to leave the pack and not return should their performance be lacking a third time over.


CaptivesPrisoners of war, or wolves who were force claimed as a result of trespassing in Valhallan lands and refusing to get out when told. Despite being in the same rank, PoW and Trespassers are treated very differently.

Prisoners of War are to be treated with a measure of civility and some margin of respect during their stay. They are expected to be well looked-after – and well-guarded. Members of the pack found to be behaving abusively toward prisoners will be reprimanded. This isn’t to say that they will be allowed to wander freely in the pack lands.

They are to be kept in a small area with very little line of sight into the rest of the territory, and a pair of guards are to be present with them at all times. There is also a chance that they may ask to join Valhalla, should they find something that sings to them here.

Trespassers, on the other paw, will garner less diplomatic respect, highly depending on the nature of their transgression. Simple stubborn trespassers that merely refused to leave and were force claimed as a result will be allowed to leave without any harm to them after a time if they maintain good behavior.

However, should they cause issues during their ‘stay’ they will not be freed unless they win a challenge for their freedom. Depending on the level of trouble they cause as a Captive, they may be subject to minor maims, or severe ones should there be an attempt to harm any of Valhalla’s numbers.


CriminalsWolves of the pack who have committed heinous crimes within Valhalla. Those who have not committed such crimes as murder, or rape will be severely maimed, marked with the Sign of the Criminal and cast out of Valhalla to die or eke out a meager living, and their crimes will be made known to allied packs. There is a chance, however, for a trial should it be found that the wolf was framed.

There is no hope, however, for murderers or rapists, and they will be cut down on the spot without mercy— and should they escape by some miracle, they would be smart to believe that they will not be safe anywhere in Boreas or Auster.