The Hallows is a neutrally aligned pack that leans towards good. The ideology behind this pack is to aid those that need a little extra help. Those that have nowhere to go. The broken. The downtrodden. Those that simply need a break to clear a troubled mind. Upon promise of peace, all are welcome.
Territories
General Rules
• No bloodshed of any kind will be tolerated on Hallowed lands. Any blood shed in the course of trainings or spars does not qualify. Any who do intentionally spill blood will receive justice and will be punished according to the Aegis' command or judgment of a tribunal.
• All are welcome in the Hallows without discrimination. Alignment, history, and lineage matter not so long as a wolf comes peacefully into the territory. Individuals who have done harm to the Hallows or its members are excluded from this protection.
• Within the pack, each wolf must pull their own weight and contribute based upon their skillsets. When wolves become Advanced in a skill, they are given the option to take on a role-specific title as well as additional duties in the pack.
• Litters are not allowed without the express permission of the Aegis. Characters that become pregnant or sire children without permission run the risk of being ousted from the pack.
• A wolf that does not pull its weight will be removed from the pack. (Each month there will be an assigned activity announced in the pack Discord channel that must be maintained to remain a member of the pack. Members are allowed to miss one check per 3 OOC months.)
• Although open for public service, any wolf seeking to enter Hallowed lands must call for admittance before setting foot over borders. Any wolf may greet a guest, however they must receive permission from the Aegis, Queen, or Warden before they are allowed to enter Hallowed lands. Medical emergencies are the only exceptions. All others will be considered trespassers.
• The Aegis must approve any wolves looking to become members of the pack. All Hallowed wolves are allowed to bring guests into the pack, but if anyone wishes to become a permanent member they must speak with the Aegis.
• The Aegis has the final word in all things. If needed, a council of advisors will be held to offer advice and guidance to the Aegis.
Festivals & Special Occasions
Spring
—Summer
Summer Bonfire Festival: A bonfire celebration between friends and family to remember and celebrate the ones that have been lost, toasting to their lives with good food and drink.Autumn
—Winter
Feast of Unity: A great feast where every wolf of the pack contributes either a meal or something else for the entire pack to share. Bringing together of minds and hearts, promoting unity amongst The Hallows.Weddings
Weddings within the Hallows will be officiated by the Aegis. If the Aegis is unavailable, an appropriately ranked or ordained wolf may substitute at the approval of the marrying pair. Any part of Hallowed lands may be used for wedding ceremonies for pack wolves and friends of the Hallows alike.Funerals
When a wolf passes on, their body will be tended to in one of two ways: a Return to Fire or a Return to Water. A wolf may specify a preferred means of funerary rites. If a wolf dies or is killed without specifying a preferred rite, the choice shall be left to the Aegis. All funerals are to be held in the late afternoon to early evening and may last through the night. Burials are strictly forbidden in the Hallows.Pack History
Maps
Resources & Treasures
- Wine
- Liquors
- Alpaca wool
- Steel and iron
- Leather
- Jewelry and gemstones
- Sota
Living Quarters Descriptions
Carpathius Wing
The Carpathius family has chosen the rooms of the West Wing on the second floor of the castle.Artorias and Briar's Room — The largest bedroom in the castle, reserved for the alphas. It has a massive king-sized four-poster bed with sheer and privacy curtains situated against one wall with a fireplace across from it. There are a set of double doors that open out onto a spacious balcony overlooking the sea. There are several furs laid out in front of the fireplace. Above the bed is a tapestry hung on the wall and the bed is covered with many pillows and furs.
Bowen and Tej's Room — A decent-sized bedroom, able to fit a couple of wolves comfortably, with large windows and a balcony facing out towards the sea. A fireplace is set into the far wall, a coat of arms featuring a howling wolf hanging over the mantle. A large four-poster canopy bed with an old chest are tucked into the corner, and the stone floors are covered with dusty and tattered rugs. Faded paintings of landscapes and battling knights dot the walls.
Gwynevere's Room — A small library that has been converted into a bedroom and storage place for many herbs and healing supplies. The far wall is made up of a large picture window that stretches nearly to the ceiling while both walls on either side are lined with bookshelves. Under the window is a long bench that has been piled high with pillows and furs to make a bed. The lower shelves have been cleared of their books to make room for healing supply storage. In the middle of the room two pallets have been set up for any patients that need close, overnight monitoring or for any family that wants to stay.
Rudyard and Fern's Room — A king-size bed sits with a short distance away from the door. There are some furs draped over it, offering warmth and softness. The bed faces two wide, wooden doors to let the sea air in or to let wolves out to sit on the balcony. Some of Rudy’s most prestigious hunting kills have been carefully stuffed and mounted, placed in various spots around the room. A weapon rack and armor stands are against the side wall. Multiple thick furs are laid in the middle of the room. In the far right and left corners of the room are two baskets, each with a soft fur inside for Puff and Savage to rest in. A wooden perch allows Reddy to rest inside on rainy, cold days.
Avantika & Audra's Room — A sprig of lavender and a stick of cinnamon hang from the door, representing the ladies. A large ornate mirror covers nearly half of the southern wall where a green and gold woven rug accompanies the space below it. On the opposite wall, a queen sized bed with heavy, chunky blue blankets spread across it stands. Above the bed, strong nails hang from the wall, serving as hooks to hold Tika’s armor. A large chair filled with pillows and blankets sits for visitors. To the left of the mirror, occupying the rest of the wall, a long wooden table hosts herbs that are laid out to dry. Above that table, more nails are used for drying plants. A glass doorway leads out to a balcony with a view of the shore.
Adravendi Wing
The Adravandi family has chosen the rooms of the East Wing on the second floor of the castle.Lia's Room — A large four-poster bed with gossamer curtains rests against the far wall. A row of windows lead out to a spacious balcony. An old wardrobe is the only other furniture in the room. A fireplace rests on the wall opposite of the bed.
Ezra & Syanna's Room — A king-sized bed strewn with furs and blankets sits against the middle of the northern wall. The far wall is made entirely of windows looking out over the Starlit Plains and open to a spacious balcony. A fireplace is set into the wall furthest from the bed. Rugs of soft furs have been spread throughout the room. A coatrack is set up near the door to hold Ezra's armor and Syanna's satchel. Syanna has set up a desk as a workspace, its surface strewn with herbs, flowers, and extracts.
Lillith's Room — A spacious bed rests against the leftmost wall from the door. A small balcony overlooking the plains is set off the far wall. A little fireplace is built into the wall near the bed. A workbench and table are set up on the opposite side of the room.
Serenity's Room — The room is devoid of any personal affects or influences. A queen-sized bed and a set of empty shelves are the only furniture in the vacant bedroom.
Jane's Room — A typical bedroom with two big windows, with a small garden growing in one of them. The bed is covered in alpaca blankets and personal decorations.
Emile's Room — A bit of a dark and gloomy room, it is largely empty of personal effects and does not appear to be particularly well kept. A single bed, stripped of any covers, is pushed off to one wall, a pile of furs and blankets instead sits in the center of the room, shaped into something of a nest that its user can hide away inside of. On the single window sill sits a small attempt at a garden, the same marigolds that can be seen growing within the castle are planted here in small stone bowls. It is one of the few areas of the room that appears to receive care.
Third Floor Rooms
Rooms on the third floor of the castle.Laeta's Room — A rather lush king-sized bed sits on the back wall. An assortment of dried and fresh flowers neatly line the mantle on the relatively small fireplace on the left side. A few soft blankets are scattered on the bed to create a nest of sorts. The walls are as bare as the floor, but still contains an air of warmth.
Sota's Room — A roomy kinda room without much in it. A simple bed and storage chest make up the only furniture. Its inhabitant clearly uses it for functional purposes alone.
Starlit Plains
Dens built out on the plains surrounding the castle.Kaer Morhen - Joseph Trapanese
News
- 2022-02-17 The Summer Bonfire Festival has begun! All Hallows wolves are invited to participate to celebrate the Carpathian kids' coming of age birthdays. Food and drink is provided aplenty, so enjoy yourselves! – Artorias
- 2021-12-29 The Hallows has defeated the raiding pack Pirate's Plunder! All healers and combatants should report to the triage thread for treatment post-raid. – Artorias
- 2021-10-28 The Hallows has commenced its annual Feast of Unity! All members are required to attend to celebrate the pack and coming together among friends and family. Due date for entry posts is 11/04!
The Feast of Unity thread can be found here – Artorias
Relations
Abaven –
Friendly
The Hallows and Abaven were once close when Resin founded the pack. Artorias is keen to rebuild the relationship the two packs had once had, and has had positive interactions with Theory.Aerie –
Unknown
The Hallows has had no interaction with Aerie. Attempts for diplomacy have been ignored so far.Armada –
Allies
The Armada is the closest ally to the Hallows. Originally formed by two Armadan wolves, the Hallows is a sister pack to the Armada. Artorias and Sirius maintain a strong positive relationship.Ashen –
Friendly
The Hallows maintains friendly relations with Ashen. Cordial diplomacy between the alphas of the Empire have left an opening for an alliance between the two packs.Elysium –
Warm
The Hallows has not had many interactions with Elysium yet, but a positive first impression leaves hope for a budding friendship and closer pack ties.Fenmyre –
Allies
The Hallows is allied with Fenmyre, and stand with their Austerian neighbors. Both packs hold a close relationship with one another, and maintain open trade and friendly diplomacy.Fireside –
Neutral
The Hallows holds a neutral opinion of Fireside, seeing them neither as friends nor foes presently.Habari –
Unknown
The Hallows has had no interaction with Habari. Attempts for diplomacy have been ignored so far.Pirates Plunder –
Neutral
Feelings are tense between the Hallows and Pirates Plunder. Where Artorias once believed they were making improvements, he is now skeptical of Sparrow's true motives and trustworthiness.Ráða Band –
Unknown
The Hallows has had no interaction with the Ráða Band. They are unaware the group exists.Tojo-kai –
Wary
The Hallows has had no interaction with Tōjō-kai yet. Artorias remains cautiously alert of the pack's presence and activities in Auster as he does not trust its alpha.Valhalla –
Friendly
The Hallows has had several friendly interactions with Valhalla. Although they are still mostly strangers, there is a feeling of good will with the pack.Ranks
Aegis of the Hallows
Alpha of the Hallows, harbinger of sanctuary and the shield that guards the realm of wolves. Also known as the Firekeeper or Lord of Cinder.Queen of the Hallows
The mate to the Aegis and highest ranking female in the Hallows. Responsible for domestic life within the Hallows and frontrunner for all diplomatic efforts.Warden of the Hallows
The heir apparent of the Hallows, chosen by the Aegis. A leader in training with great responsibility and authority.High Councilors
Members of the Aegis' exclusive high council, their most trusted wolves. Responsible for helping to manage the pack, handling diplomacy between the Hallows and other packs, and advising the Aegis on important matters.Vanguards
The most capable warriors of the Hallows and elite bodyguards to the Aegis and the Carpathian family.
Limit of 3 positions, Master Fighter skill required.Chief Physician
The most skilled medic within the Hallows and head of all medicine within the pack.
Limit of 1 position, Master Healer skill required.Lead Hunter
The most skilled hunter and chief provider for the pack.
Limit of 1 position, Master Hunter skill required.Wayfarer
A master navigator and adventurer, leader of the Scouts.
Limit of 1 position, Master Navigator skill required.Head Scholar
The headmaster of academics and learning over the Hallows.
Limit of 1 position, Master Intellectual skill required.Hallowed
General population of the Hallows. All of them under the protection of the Aegis.Servants
Males in servitude to members of the Hallows. To be treated with the same respect and dignity as Hallowed wolves.Handmaidens
Females in servitude to members of the Hallows. To be treated with the same respect and dignity as Hallowed wolves.Incarcerated
Wolves who have committed crimes, injustices, or acts of violence against the Hallows and its members. These individuals retain no rights nor freedoms. They are confined to the dungeon cells unless otherwise ordered by the Aegis. They do, however, receive the same degree of protection from the Aegis until they stand trial, their punishments are carried out, or their sentences are served.What Ranks Can Be Challenged For?
Aegis of the Hallows - Can be challenged for. Must follow official pack challenge rules.
Queen of the Hallows - Cannot be challenged for.
Warden of the Hallows - Cannot be challenged for, but may be reassigned by the Aegis if given a compelling reason.
High Councilor - Cannot be challenged for, but may be reassigned by the Aegis if given a compelling reason.
Vanguard - May be challenged for. Will be determined by a trial by combat.
Chief Physician - May be challenged for. Will be determined by a medical test chosen by the challenged.
Lead Hunter - May be challenged for. Will be determined by a trial by combat or hunting/fishing competition.
Wayfarer - May be challenged for. Will be determined by a race chosen by the challenged.
Head Scholar - May be challenged for. Will be determined by a crafting competition.