ardent

Fireside



Ardent

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04-22-2018, 02:25 PM (This post was last modified: 03-01-2021, 10:49 PM by Tyrian.)
FIRESIDE

“If quick, I survive.
If not quick, I am lost.
This is "death.”
― Sun Tzu


Rough and tumble cowboy-pirate WIP. Cowrate? Piroy? Yeehawrrrr

Pack color: #780000
Claimed territories: The Range and Buffalo Knolls
Former leaders: Enrico (Niente), Chaos (Legion)

INDEX




Ardent

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04-22-2018, 02:26 PM (This post was last modified: 10-18-2021, 08:21 AM by Tyrian. Edited 7 times in total.)
Pack Roster
TIER 1
Tyrian Imperialis King
- ???
- Heir
TIER 2
Ashmedai Imperialis Master-of-the-Guard
Alarr Imperialis Master-of-the-Cure
- Master-of-the-Watch
TIER 3
- Master-of-Trade
- Master-of-the-Hunt
- Master-of-the-Herd
TIER 4
Valentine Imperialis Guardsman
Valdis Thyre Guardsman
Valkyrie Finnvi Raidsman (Tradesman)
Pestilence Klein-Abraxas Raidsman (Guardsman)
Dagrun Finnvi Raidsman
Asvor Finnvi Physician
Tyrfing Finnvi Huntsman (Raider)
- Watchman
- Herdsman
Jupiter Imperialis Tradesman (Raidsman)
TIER 5
Skadi Finnvi Soldier
- Raider
- Hunter
- Healer
- Scout
Rasha Commoner
Ares Saxe Commoner
Chaos Saxe Commoner
Torrent Imperialis Commoner
Darya Lunashka-Morningstar Commoner
Talon Imperialis Commoner
Alfrun Finnvi Commoner
Adelphie Noire Commoner
Katja Finnvi Commoner
Ysmir Finnvi Commoner
Lachlan Valentine Commoner
TIER 6
- Slave
- Captive



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04-22-2018, 02:26 PM (This post was last modified: 03-29-2021, 07:11 PM by Tyrian. Edited 1 time in total.)
Pack Ranks




TIER ONE
King??? (1) - The one and only alpha.
??? (1) - Second-in-Command.
??? (1) - Some other super important person
TIER TWO AND THREE
Master-of-the-Guard (1) - lead fighter. In charge of the guardsman, raidsman, soldiers and raiders. The Master-of-the-Guard must be a wolf capable of multitasking. S/he is in charge not only of Fireside's defense but of their offense as well. This Master is charged with keeping the fighting men and women in peak condition, and is a valued member of the King's Counsel. A fighting skill of at least Expert is required to be considered for this rank.
Master-of-the-Hunt (1) - lead hunter. In charge of the huntsman and hunters. This Master oversees the the acquisition and processing of wild game as well as the processing of domestic game, and ensures his or her subordinates are not only covering the pack's current needs but storing for the future. As a trusted member of the King's Counsel, this Master also advises the King. A hunting rank of at least Expert is required to be considered for this rank.
Master-of-the-Watch (1) - lead scout. In charge of the watchman and scouts. This Master is an expert at forecasting weather, predicting grazing conditions and finding new blood for the herds. S/he directs the flow of the scouts and sees to the fitness of his or her subordinates. This Master is a trusted member of the King's counsel. A navigation rank of at least Expert is required to be considered for this rank.
Master-of-the-Cure (1) - lead healer. In charge of the physicians and healers. This Master is an expert in their field and oversees all matters in which the touch of a healer might be needed. S/he is charged with the health of not just the pack, but its herds as well. As a trusted member of the King's counsel this Master also advises the King. A healing rank of at least Expert is required to be considered for this rank.
Master-of-the-Herd (1) - lead shepherd. In charge of the herdsman and commoners. This Master is charged with the safety of the herds. They oversee the feeding, breeding, birthing and culling of the livestock. As the herds are the cornerstone of Fireside, this Master is a trusted member of the King's counsel and advises the King. An expert rank in any skill is required to be considered for this rank.
Master-of-Trade (1) - lead trader. In charge of the tradesmen. With the approval of the King s/he is welcome to host markets and trade goods to other packs. Cannot make alliances or give social favors on Fireside's behalf. Their position is not one of diplomacy and they cannot engage in political dealings without the King's approval.
NOTE
There is no IC difference between tier 2 and 3 ranks but per the site rules there can only be a max of 3 tier 2's. For this reason, only 3 slots will only ever be listed on the pack roster. Those 3 slots can be filled with any Counsel position with preference given to those possessing a high fighting skill should all the Counsel positions be filled.
TIER FOUR
Guardsman (unlimited) - skilled fighter possessing the skill rank of advanced (minimum) in fighting. They are those who possess a strong desire to protect their pack. They train regularly and run the borders when not called upon to defend the pack.
Huntsman (2 primary) - skilled hunter possessing the skill rank of advanced (minimum) in hunting. They are those who hunt wild game abroad and process livestock at home. They process the kills, tan the hides and preserve the meats. Their job is to turn prey animals into food, raw materials for other skills and hunting related goods.
Raidsman (unlimited) - skilled fighter possessing the skill rank of advanced (minimum) in fighting. Though they are defenders same as the Guardsmen, the Raidsmen are those with a roving eye who wish to better Fireside by collecting resources from other packs. They train regularly and run the borders when not called upon to raid other packs.
Physician (2 primary) - skilled healer possessing the skill rank of advanced (minimum) in healing. Highly skilled healers.  
Watchman (unlimited) - skilled scout possessing the skill rank of advanced (minimum) in navigation. They monitor the weather and help dictate the movements of the herds and the hunters. Abroad they seek out new game worthy of being added to the pack herds and bring this information home.
Herdsman (unlimited) - skilled herder possessing an advanced or higher rank in any skill.
Tradesman (2 primary) - has an interest in trade and an intellect skill rank of at least advanced. Tradesmen are trusted wolves capable of making minor trades with rogues on the pack's behalf. They are the crafters of the pack.
NOTE
Tier 4+ wolves have an option of holding a secondary rank. Once a secondary rank has been declared that member (provided they are not a pack Master) must attend all mandatory events for both ranks. In case of conflict (two events happening simultaneously) fight training is the priority unless a character has mastered that skill.
TIER FIVE
Guard (unlimited) - regular fighter with a fighting rank of novice or higher. Only allowed to defend the pack in raids and sieges if the max party size hasn't been met with higher skilled fighters after a to-be determined amount of time. A mastery in another skill with a specialty that will aid a character or their defending party will free a character from this restriction.
Raider (unlimited) - regular fighter with a fighting rank of novice or higher. Only allowed raiding if the max party size hasn't been met with higher skilled fighters after a to-be determined amount of time. A mastery in another skill with a specialty that will aid a character or their raid party will free a character from this restriction.
Hunter (unlimited) - regular hunter with a hunting rank of novice or higher.
Healer (unlimited) - regular healer with a healing rank of novice or higher.
Scout (unlimited) - regular scout with a navigation rank of novice or higher.
Commoner (unlimited) - those who haven't declared a rank and/or haven't reached novice in a skill. Gets livestock duty and must live with the herd animals full time. This rank is deliberately miserable so wearers move their ass on up the ranks. So hustle them buns and apply yourself dammit. Don't be a sheep cuddling loser.
Pup (unlimited) - If you can't figure this one out you're definitely commoner material.
TIER SIX
Prisoner (unlimited) - the dumdums who went and trespassed or did something equally stupid. Guess who also sleeps in the field with the sheep and the commoners. My dumb friend, food scraps and blankie free nights are in your future.
Captive (unlimited) - slaves who belong to an individual in Fireside or the pack in general.



Ardent

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04-22-2018, 02:29 PM (This post was last modified: 10-25-2020, 06:47 PM by Tyrian.)
Pack Rules, Culture, & History


- ONE: Respect is key; the use of it could begin your ascension, but the lack of it will most certainly be your downfall. Give it when it is due and by all means, expect it in return.

- TWO: Among members, unity is a must; don't let emotional wounds fester. Have it out, air your grievances, do something, anything to fix the situation. If the feud continues and the King is forced to intervene there will be consequences. My guess is sheep duty is in your future until you can behave like grownups.

- THREE: Trespassers are to be attacked on sight. The penality for trespassing onto Fireside land is often severe and trespassers can expect to walk away with a maim if they're not force claimed.

- FOUR: There will be no tolerance for malicous acts between members. Fights for supremacy and honor are acceptable, but wanton cruelty (maims, dms) is forbidden. This courtesy extends to allies as well, but rogues are fair game. Crimes against Fireside children (this includes sexual relationships between yearlings and adults) will be punished in the most imaginative way possible. This law extends to all wolves regardless of their pack status.

- FIVE: Members are welcome to take any mate they see fit, although rogues and wolves belonging to other packs are expected to join Fireside. Any offspring (under the age of one) of a Fireside wolf belongs to the pack regardless of the status of their other parent. They are expected to be raised and trained in pack lands - no exceptions. The King is willing to dispute the claims of rogues and packs over the upbringing of Fireside children.

- SIX: Anyone caught trying to steal livestock from Fireside wolves is to be captured or maimed.

- SEVEN: Those who shirk their duties, abandon the livestock they've been entrusted with, or repeatedly fail to attend mandatory events will be demoted to the rank of commoner. Failure to improve their status in a reasonable amount of time will result in expulsion.

Customs:

— COMING SOON

Pack History:
  • Fireside merged with Hjarrandi with a wedding on 9/27/20
  • *Another event goes here.*




Ardent

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04-22-2018, 02:30 PM (This post was last modified: 05-10-2021, 07:46 PM by Tyrian. Edited 1 time in total.)
Pack Relations



Allies/Standings:

Abaven — Not allies but not enemies? Unfriendly friendlies?
Aerie — Wary, but open to trade
Ashen — Raidable
Ashen Armada — Wary
Valhalla — Has items of interest
Incendium — Unknown



Tyrian

Loner

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Lazuli

LegendaryThe Ooze ParticipantThe Ooze - Variation 2VengeanceUnderachieverScarred
Ice Bridge ExplorerWealthyHomebodyDouble MasterExplorerVolcano
1KTreat 2019
04-11-2020, 01:05 PM
RAID RULES


TBA
Tyrian has a saber-toothed snow leopard companion named Zahir, a black-footed gray langur named Tashi and a striped skunk companion he insists on calling Righty even though her name is Daisy. Assume all are nearby if not mentioned.





Tyrian

Loner

age
3 Years
gender
Male
gems
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Extra large
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player
Lazuli

LegendaryThe Ooze ParticipantThe Ooze - Variation 2VengeanceUnderachieverScarred
Ice Bridge ExplorerWealthyHomebodyDouble MasterExplorerVolcano
1KTreat 2019
04-11-2020, 02:05 PM
LIVESTOCK INFO


Scottish Blackface Sheep
Breeding: Fall
Lambing: Spring
Butchering: Late Fall (lambs)
Horned: Yes, both sexes
Size: Medium/large
Bred for: Meat (main), wool (secondary)
Current Numbers: 15

Miniature Zebu
Horned: Yes, both sexes
Size: Small (250-500lbs)
Bred for: Meat
Current Numbers: 5
Tyrian has a saber-toothed snow leopard companion named Zahir, a black-footed gray langur named Tashi and a striped skunk companion he insists on calling Righty even though her name is Daisy. Assume all are nearby if not mentioned.