Valhalla
The Trinity are the three wolves that make up the leaders of Valhalla. They finalize decisions and are the faces of Valhalla most often first to greet a stranger at the borders. | |
— Spirit (1) - The Queen or King of Valhalla, and the top wolf in the Trinity. They are usually the first face to greet a wolf at the wall, and their words are to be taken with great importance. Like in the past with Celestial, they have gone through extensive training from the moment they can walk and talk to lead with honor and care for their pack members, and within the pack, they should never be feared, but always respected. This rank is a legacy rank and will only be passed down to the eldest born child of their first litter, regardless of gender. | |
— Soul (1) - The secondary Alpha of Valhalla. Usually a sibling or close friend, this wolf has proven himself or herself worthy of holding such a prestigious rank through loyalty, hard work, and visible prowess in battle – a much-needed skill in this rank, considering the possibility of answering challenges in the Spirit’s place – and are expected to continue to show this loyalty in helping the Spirit maintain the laws and activity of the pack’s members, as well as ensuring their health and safety. They are part of the Trinity— the trio of reigning wolves that have the final say in who joins, and who leaves. They will be the right point of the Trinity, who decide upon Laws after consulting the pack as a whole and are the head of the Council. The Soul has all the same authority and permissions as the Spirit, though in many cases they may defer to the Spirit. This rank may be challenged for— however, the challenger must have shown themselves to be of the utmost worth, dependability, and loyalty to the pack, and must give a strong case for why they should even be allowed to vie for the rank of Soul. If they’re merely in it for their own ambition, and not for the good of the pack, then they will not be allowed to challenge for the rank of Soul. Should they attempt to challenge for the rank despite being refused permission from the Spirit, they will be forcibly removed from the pack and likely missing a few appendages. | |
— Heart (1) - The mate, or consort of the Spirit. They are the sire or bearer of the Spirit’s children, and their emotional support. They are expected to be faithful to the Spirit, and bear or sire only the Spirit’s children (litters birthed or sired before they became mates won’t count against them.) and are expected to be an actively participating leader, even if they aren’t the secondary alpha. They are part of the Trinity of Leaders, the left point, and hold the same authority and responsibility, but are not allowed to answer challenges for the pack. In the event that no children are present to take over should the Spirit fall absent or die, however, the Heart is eligible to take command of the pack. | |
Here stand the betas and the Heir or Heiress to the Spirithood of Valhalla. The Beta ranks are essentially equals with one another, and while they may share the common skill (mastery of it, especially) of fighting, they generally handle different duties around the pack (read their rank description for an idea of those duties). As in the past, under Chrysanthe Adravendi, for instance, the Betas have the choice of choosing an apprentice that will eventually take their place when they retire. It will be down to the Trinity to assess the worth of the chosen wolf. Training of the prospect will be as though they’re being trained as a warrior, not as a deputy, until they are found worthy, at which point, they are free to be told of their possible future— and to accept or decline the offer. | |
— Sentinel (1) - The Primary Beta of Valhalla. They work as a team under the Trinity with their second to ensure the pack receives training in battle, tactics, and strategy. They are in charge of assigning patrol groups, doing their own patrols – either with those groups or with each other – and of greeting wolves at the Wall. They will have earned this rank through hard work, winning several spars and fights, and are among those expected to test possible new fighters for the pack in spars. They are required to look at pups and choose one or two to train in battle. They may choose a wolf they’ve seen as exceptional in fighting and dearly loyal to the pack as a prospect to propose that the Trinity can choose to place as their deputy, to take their place, either when they die, or when they retire. This wolf may be their own child or one they trained from a pup. But the wolf they choose must meet the same requirements as they did to earn the rank. | |
— Lodestar (1) - The Secondary Beta of Valhalla. This wolf shares duties with the Sentinel; however, they are more in charge of ensuring pack hunts are happening, and that the healers are diligently training. They are the wolf who usually guides newcomers around the territory and answers questions, should the Spirit, Soul, or Heart not be available to do so. They should have a rudimentary knowledge of the basics of first aid and field treatment, as well as hunting, even if they are primarily a fighter, in order to compensate for this facet of their duties. They are in charge of assigning patrol groups, doing their own patrols – either with those groups or with each other – and of greeting wolves at the Wall. They will have earned this rank through hard work and winning several spars and are among those expected to test possible new fighters for the pack in spars. They are required to look at pups and choose one or two to train in battle. They may choose a wolf they’ve seen as exceptional in fighting and dearly loyal to the pack as a prospect to propose that the Trinity can choose to place as their deputy, to take their place, either when they die, or when they retire. This wolf may be their own child, or one they trained from a pup. But the wolf they choose must meet the same requirements as they did to earn the rank. | |
— Destiny (1) - The future leader or heir of Valhalla. They are the first-born child of the Spirit and Heart, and the automatic heir of the pack. Training to be a leader begins almost as soon as they are able to walk, though lessons in languages begin much earlier. They are shaped to become honorable, strong leaders who won’t let other packs push them around. They are trained extensively in fighting, strategy, tactics, diplomacy, politics, manners, hunting, healing, and navigation, to prepare them for their eventual service to the pack as the Spirit, and are expected to readily learn new languages and stay up-to-speed with the goings on in the outside world once they reach a year of age. Generally, they will ascend to the rank of Spirit at the age of two, unless their mother or father is still of an age and physical capability to continue leading. Should the former Spirit be aging, or unable to continue leading much longer, the Destiny may be given the pack at the age of one year. | |
— Dauntless (8) – The Masters of the War Circle. The most experienced and supremely masterful warriors in the pack, not including the Trinity and Betas. 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. They are expected to lead their assigned patrol-group, and to attend all pack events (Meetings, Sieges, Raids, Hunts) and to take on an apprentice, whether that apprentice is a pup, yearling, or adult wolf who needs training in fighting. | |
— Cure (4) - The four most experienced healers in the pack. Quite literally, as their rank name suggests, they have a cure for just about everything. They have no dual skill—they’re just in it for making wolves feel better and nothing makes them happier than to see a new mother with her new pups sleeping peacefully. Plants, anatomy, they know it all, and specialize in birthing. They are required to choose an apprentice to mentor in healing. | |
— Rescue (4) - The four most experienced dual-natured healers of the pack. They specialize in fighting and providing advanced first aid in the field of battle. They are level-headed, and masters of both skills through proven performance. They are required to choose an apprentice to mentor in healing and offensive fighting. | — Encouragement (4) - >: The four most experience dual-natured healers of the pack. This line specializes in healing, fighting coming secondary, but they are masters of both. They specialize in medic work at a siege camp, working quickly to stabilize injured fighters and soothing emotional and physical hurts. They, like the Rescues, are quick studies in stopping bleeding fast and numbing pain. They are required to choose an apprentice to mentor in healing and defensive fighting. |
— Zephyr (4) - The four wolves of the greatest mastery in spying and – if need be – assassinations in the pack. They are so good as to be rumored to be able to become invisible. This is their true purpose—however, the pack will only ever know them to be wolves who dual purpose as masterful fighters and hunters in the pack, as their true value is one best-kept secret except to themselves and the Trinity. They are not as fully required to take an apprentice in their true trade unless they see a pup or new member who has the right potential to become masters in the trade of shadows; however, they are required to take an apprentice in Hunting and Fighting. | |
— Butcher (4) – The four best and most experienced hunters of the pack. Hunting is what they do best. They live and breathe for the hunt and find no better satisfaction than in seeing the pack east well on their success. They are masters of the hunt, and expected to lead pack hunts twice a season, and hold smaller hunts among their own Circle to keep food coming. They are expected to monitor the prey’s health and numbers and to mark out which animals must be culled, and they are expected to hold hunting lessons for the children of the pack, as well as take an apprentice in hunting. | |
— Shaman (4) – The four wolves most in tune with both hunting and healing. They’re masters of both trades, specializing in neither. Their healing expertise lie in emotional and spiritual healing, however, though they are just as well versed in physical healing and birthing. | |
— Faith (4) – The one wolf most attuned with healing and diplomacy. They act as the ambassador of Valhalla, assisting the Spirit in forming alliances and conducting trades, and are also acting advisors to the Trinity, Council, and pack as a whole. They are required to take an apprentice in Healing and Intellect, as well as teaching them navigation and diplomacy, and they work paw in paw with the Northern Star and the Messenger Circle. | |
— Northern Star (2) – The two wolves who have mastered the terrain, and the two wolves in charge of the messengers of the pack. They know every inch of the territory and have enough knowledge of the lands beyond to be well trusted to guide others through tricky places. Their endurance is unrivaled, trained to dominate the extremes of their world. They know how to follow the stars at night, and rarely, if ever, get lost. They are in charge of the Comets, Meteors and Shooting Stars in Valhalla, assigning messages and tasks to perform, and are expected to take wolves under their wing to train in Navigation. | |
Circles | |
The War Circle are the wolves trained and in training to fight and defend the pack. They are the front lines, the backup up, the brave faces you see when you dare to come attacking Valhalla. They are expected and required to train hard, spar often, and build upon their skills in combat, as well as a measure of diplomacy. A pack must show unity and a strong front, and any disharmony shown before strangers will be dealt with—perhaps harshly, by the Trinity. Valors and Courages are expected to take apprentices in the same manner as the other Circles—choosing young or new wolves that they’ve carefully watched and requesting them as apprentices upon speaking to the Spirit. | |
— Valor (∞) - The brave-hearted warriors who have surpassed the common warrior levels, proving themselves to be loyal without fail, and having served well. They have fully completed their training in fighting and are ready for the next level and are eligible to be promoted to the coveted rank of Dauntless. They are also of a level in skill where they are expected to pass down their knowledge to the younger or newer members of the pack, taking half apprenticeships with the higher-level warriors of the pack. | |
— Courage (∞) - The warriors who are on their way to the top, but still have much to learn. They’ve begun their training in higher advanced fighting and have likely proven themselves in real fights as well as spars. In many ways, they act as assistant trainers to the higher leveled warriors, assisting in training younger members of the pack if asked. They aren’t expected to take any apprentices of their own, yet, but those days aren’t far off. | |
— Steadfast (∞) - Their Early Advanced training has done them well, in the long road still before them. They've gained much knowledge and fighting experience, but there's still a massive amount to learn and a long road ahead to mastery. They are allowed to participate fully in raids and sieges, though still at the side of their mentor(s). They are expected to attend lessons with their mentors, fight training held by the higher-tier warriors, and to practice, practice, practice, with each other or with other experienced wolves. | |
— Brave (∞) - They’ve completed their initial training and just getting wet behind the ears in advanced battle training. They’ve got a long, hard road of studying and hard work ahead, with much to prove, and much to learn about themselves, as well as their trade of being warriors. They are essentially more advanced apprentices in the trade but know this is the path they want to take. They are expected to attend lessons with their mentors, fight training held by the higher-tier warriors, and to practice, practice, practice, with each other or with other experienced wolves. | |
— Nerve (∞) - The 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. | |
The Shadow Circle are wolves who, to the rest of the pack’s knowledge, are dual traded fighter and hunters. In reality, they are spies, assassins, and covert messengers. They are trained from the moment of their being chosen as an Apprentice of the Shadows, in the arts of unseen, unheard, and unscented movement. At the completion of their training, they are given a mark defining them as a master of the trade. Upon their being chosen, they are secreted away to be taught the unspoken Laws and Rules of the Circle, laws that are not told to the rest of the pack, to ensure the Shadow Circle’s true use will remain unknown to all but those who should know of it. | |
— Shadow (∞) - Well-trained in secrecy and intelligence gathering, these wolves are a force to be reckoned with, but unassuming in their outward purpose. The pack outside the know sees them and their Circle as skilled hunters and fighters with a real knack for disappearing in the blink of an eye or remaining unseen but nearby. They have undergone hard months or even years of training in assassination techniques, shadowing skills, tracking prowess and identity changing. They will, by now, likely know multiple different languages, many of them fluently. Like any high-ranking member of a Circle, they’re expected to keep an eye out for wolves in the pack who show promise for the Circle to choose as an Apprentice. | |
— Mist (∞) - They’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. | |
— Wisp (∞) - They’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. | |
— Whisper (∞) - They’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. | |
— Hint (∞) - They’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. | |
The Healing Circle is the group of wolves responsible for the pack’s health and care. From healing cuts and bruises to healing major illnesses and splinting broken legs, they are there to keep you healthy and make you feel better. They are under the command of the masters of healing—the Cures, Rescues, Encouragements, Faiths, and Shaman.
The higher ranks in this group are responsible for taking apprentices and helping their fellows with their own. The Spirit is not the wolf who assigns apprentices to their mentors. Instead, the mentors come to the Spirit to request their choice of apprentice after observing and spending time with the rest of the pack, especially pups and new members who joined with the intention of becoming members of the Healing Circle. The lower-ranking members of the Healing Circle are expected to study together when not in lessons with their mentors. | |
— Incandescence (∞) – Wolves of the greatest experience in all things healing, with skills second only to the Masters of the Circle. Serious injuries and dangerous, contagious illness? Go to these wolves if the Masters of the Healing Circle aren’t available. They have dedicated their lives to healing others and ensuring the health of their pack. They are expected to choose apprentices and make their choices known to the Spirit so that the Spirit may announce the arrangement in the next Pack Meeting. | |
— Radiance (∞) – 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 Incandescence and Masters of the Circle and are encouraged to reach higher in the pack. 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. | |
— Flame (∞) – The 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. | |
— Flicker (∞) – 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. | |
— Spark (∞) – Freshly 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. | |
The Hunting Circle are the members of the pack who are there to ensure the pack is well-fed and healthy through the resources of prey. They are meant to keep watch over the prey animals, keeping tabs on their numbers and health, and picking animals to cull that are sick or too badly injured to remain healthy through the seasons. As well, they carry a second – and very important – responsibility where their tracking skills are required. They are also trained to track fellow canines and should a wolf outside of Valhalla or inside of it bring serious harm to the pack, whether by murder, rape, or any other form of treachery, the Hunting Circle and the Shadow Circle unite to track down the threat, corner it, and bring it back to meet justice—though the Hunting Circle members would merely think the Shadow Circle members were along for their fighting skills. They are required to hold a Circle Hunt each season, and a pack hunt at least twice a year. They are also required to choose their apprentices themselves and make their choices known to the Spirit so that it may be announced to the pack at the next Pack meeting. | |
— Predator (∞) – Hunting 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. | |
— Huntsman (∞) – Experienced hunters who have surpassed the advanced training in tracking, coursing and identifying injured or ill prey animals. Even at this height of knowledge, they still have so much to learn and are encouraged to continue learning and expanding that knowledge. They are also the wolves who, during a Hunting Circle hunt, are expected to help the Predators bring down the prey, while the Chasers course and drive the prey into position. They are expected to choose an apprentice in hunting, and to help train their fellow ranking members’ apprentices, as well as continuing their own studies. They’ve essentially ‘graduated’ from close mentorship by this point, though. | |
— Chaser (∞) – They’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. | |
— Seeker (∞) – Seekers 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. | |
— Scent (∞) – The 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. | |
— Whiff (∞) – They’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. | |
— Trace (∞) – Newly 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. | |
The Messenger’s Circle are more than just couriers and news carriers. They double as scouts and navigators, mappers and guides. In times of need, it is down to them to carry word to allies and plead for aid in battle to protect Valhalla, and thus, they carry with them the weight to tip the balance in a Siege to Valhalla’s favor. The lower-ranked members of the Circle are also tasked with ensuring that food be brought to mothers and pups, as well as the Wisdoms and those unable to feed themselves if anyone from the Hunter’s Circle hasn’t already done so. They are expected to undergo rigorous training in stamina and navigation, to learn every star in the sky and point on the compass, and to explore every land they visit (barring pack lands, naturally, unless that pack’s alpha has given permission) thoroughly. A certain level of keen memory and awareness is needed, and nimble-footed, swift-running wolves are considered ideal for this Circle. | |
— Meteor (∞) - Second 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. | |
— Comet (∞) - They’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 Star (∞) - They’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 halfway 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. | |
— Fleetfooted (∞) - Advanced 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. | |
— Runner (∞) - Thus, 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. | |
— Page (∞) - New 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. | |
These wolves are the members responsible for building the walls that protect Valhalla’s members from outside attack, and for building the shelters to block them from the cold. From the newest foundation to the grandest palaces, they work together to better the future of Valhalla. | |
— Castle (∞) - These wolves are the best builders in the pack, aside from the Palaces. 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. | |
— Home (∞) - They’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. | |
— Threshold (∞) - The 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. | |
— Frame (∞) - They’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 curriculums, and they are expected to practice together. | |
— Foundation (∞) - Building things is these apprentices’ calling. From the moment they join the Circle, these wolves are set to learn the early basics of planning, 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. | |
— Wisdom (∞) – Elderly 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. | |
— Discharged (∞) - Members 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. | |
— Civilian (∞) - Common 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 as a Civilian. | |
— Outlander (∞) - The 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. | |
— Oath (∞) - The 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. | |
— Promise (∞) - Children 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. | |
— Hope (∞) - The 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. | |
— 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 harkens 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. | |
— Delinquent (∞) – The 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. | |
— Captive (∞) - Prisoners of war, or wolves who were force claimed as a result of trespassing in Valhallan lands and refused 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.
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. | |
— Criminal (∞) - Wolves 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 meagre 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. | |
— Exile (∞) - Members of the pack who were banished from Valhalla due to unforgivable crimes within the pack. Rank will not be reflected upon their profile— however, physically, they will likely be marked with the sign of the Criminal. They are encouraged to steer clear of Valhalla’s territories once cast out of the pack and will be attacked on sight should they attempt to re-enter the pack’s lands without permission. This isn’t to say family will be barred from ever seeing one another again. However, members of Valhalla are to take care in what they say about the goings on of the pack when speaking to their exiled friend or family member. | |
— Ascended (∞) – Wolves of Valhalla who have passed away, whether through old age, or outside forces (Murder, Accidents, Illness, etc). They are to be remembered, and their memories honored and cherished among the pack. If they were murdered, their loss is expected to be avenged. | |
— Descended (∞) – Wolves who were executed for the highest crimes against Valhalla. Their memory is never to be honored, and their bodies dragged far away to be left to the scavengers of the world. They are not considered needing to be part of the pack to be listed here. | |
— Inactive (∞) – Similar to the IC rank of Delinquent, your wolf will end up here should you not have been active in posting with them. The base requirement of activity in this pack is a post per week at least, and this should not be difficult for you to keep up with. If real life issues are preventing you from keeping up with this, post an absence. Let me know via PM. It’s that easy. If a character ends up in this rank twice, as in the Delinquent rank, they will be removed from the pack and listed as an Exile if they fail to maintain activity a third time. There will be no exceptions, and I should not have to make this a stipulation of the pack in the first place. Simply put, don’t join if you can’t keep up. The minimum requirement to be removed from this rank to the active ranks is ten posts, five per week. This minimum will be raised to twenty the next time your character is found lacking in activity (ten per week, spaced out over those two weeks, not spree’d in one day – same with the lower requirement). This is not a rank where you can sit idle and get away with it. If the requirements aren’t met by the end of two weeks, which will be listed in the notes by the rank, you’re out. If ending up in this rank is the only time I see effort from you with that character, and you immediately slack off on activity when your character is ‘safe’, they will be removed from the pack. I’m not going to bandy words, and you can consider this as your one and only warning. |
Links may be mixed up, but here we go.
Roster
Pack Ranks and Descriptions (Prepare for a long read)
Laws, Culture, History
Pack Relations, News
Pack Ranks Explained (OOC)
OOC Pack Requirements (Activity and Such)
Important Pack Locations - Pack Member Dens
How Circles Work