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Ardent Wolf RPG - Polaris
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Polaris

"Heavy burdens leave a mark, let us carry it together."


Founded on the ideals of families bound together by their bonds rather than their blood ties and striving beyond our struggles. This pack is a sanctuary for ex-slaves and those finding relief from their bullies, especially if they intend to rise back up. We are a tribe that protects our own resources, our tribesmen, and our border. We will not cower or concede to those who intend to harm.


We are aligned from Good to Neutral. There is no room for selfishness here.

Territories

Former Leaders

General Rules

Laws of the Land

  • Though the Chief will have the final say he appreciates the effort it takes for a good argument. Share your opinions until he marks his final word on the matter.

  • Within the borders there will be no discrimination among clans, creeds, faiths, or species. All are equal, and all voices carry the same weight. We shall uphold the individual equally.

  • For your protection, all members below the 4th Circle should not wander beyond the borders alone. Take a higher rank with you. If you are found outside of the borders more than once without an escort you risk more than the danger outside, you risk demotion or release from the ranks. We shall not take our life for granted, or risk the lives of our kith and kin.

  • Members above the 4th tier are allowed to wander beyond the borders alone. Though will need the permission of the Chief to leave Auster or leave for a time longer than two seasons. Permission may be communicated through companions but must be acknowledged IC by both parties. Keep track of your timelines. We shall remain determined and connected in times of struggle.

  • If a member is not present within the borders for two IC seasons (no posts/no permission) they will be marked missing and one thread will be made in an attempt to find them. If they are not found within the next season they are assumed dead or defected and released from the ranks.

  • Atonement: if you break the rules you are given one chance to atone. You are welcome to start a thread to mark your atonement and are given the freedom of what atonement looks like to you. (Apology, groveling, gifts, ritual, etc) we shall take responsibility for our mistakes and the mistakes of our young children. (Under 1.5yrs)

  • We cannot protect our own if our allegiances are divided. Couples and children should be members together. Procreation is a gift best planned and we must keep our limits in mind. We shall respect ourselves and practice self-control.


  • Ceremonies and Festivals
    One Prize Event is held per IC year and rotated

  • Tie the Knot A couple presents a woven or braided cord to the Leader with which to loosely tie them together during the ceremony. They determine how long or decorated it is! During the ceremony, a loop is wrapped securely around the wrist of one wolf while another loop is tied around the wrist of the other and an infinity knot is made over their paws in the middle! They are then made to endure the evening celebrations tied together this way until the reception is concluded by sunrise of the next day! Packmembers are encouraged to bring the new couple gifts and provide a meal to share. As well as guess how long the couple can keep the cord tied together through the night, guests can make games for the couple to test themselves on!

  • Welcome Day! The pack can gather before the den where the new pups will venture outside of it for the first time! The pack will welcome the new babies into the world!

  • The Holy Hunt! (with a Prize!) In Auster Autumn every member is encouraged to hunt! We must stock the stores every autumn to ensure the pack lasts through harsh winters! Whoever has the highest number of hunting posts for the autumn season gets a prize! (A small accessory for their character(with illustration!), or 150 gems to OOC account!)

  • The Holi Festival! (with a Prize!) A feast! A market! A parade! A Paint Fight! On the first full moon of Auster Spring, the borders of Lazuli Falls are open for one day! From sunrise to noon guests and pack can mingle and feast and trade! But when the sun reaches its zenith QUICK! Cover your wares and foods because the Color Festival is about to begin! Choose a vibrant colored pigment dust and throw it at the nearest attendee! Whoever has the most posts at the end of the Three Week Event, marked E, and is either trading or color fighting gets a prize! (A small accessory for their attending character(with illustration!), or 150 gems to OOC account!)

  • Trade Goods and Resources

  • Eggs, chickens, turkeys
  • Exotic bird feathers
  • Sugar
  • Crystals and Gems:
    • Quartz and colored Quartz
    • Tourmalines and Flourites
    • Tigers Eye nad Jadeite
    • Blue Auster Opals
  • Herbs and Spices:
    • Alder buckthorn, Alfalfa, Boneset
    • Ginger, Turmeric, clove, pepper
    • Ginseng, Horsetail, Lamb's ear
    • Marshmallow, meadowsweet, Periwinkle
    • Valerian, Willow, Echinacea
    • Eucalyptus, Peppermint, Lavender
  • Prey/ Pets / Skins/ Bones
    • Capybara, Okapi, Takin (fall and winter)
    • Tapir, Water buffalo, Dik-dik
    • South porcupine, Lemurs, Monkeys
  • Prey/ Birds
    • Peafowl, Flamingo, Parrots
    • Toucans, Emu, Magpie
    • Black swans, Ibis, Vulture
    • Eagles, sea birds, Roller birds
    • Ducks, Heron, Storks
  • Prey/Predators
    • Fossa, Bengal Tigers, Hippo,
    • African Lions, Secretary bird, Cassowary,
    • Apes, Tropical Bears

    Living Quarters

  • Haydée: Haydée has chosen to den behind the falls in a space that actually branches off near Bellamy’s room. A short walk is all it takes to find the first area of her section and she uses this space to greet guests. Furs are piled around to sit on and torches are scattered around to light the darkness. In the back of the room, a heavy fur hangs and, beyond that, is Hay’s private sleeping area. Several plush furs are piled in the center and a series of shelves line the walls. On these wooden shelves, books, jars filed with herbal concoctions, and rolled up maps are arranged. It is a small place but perfect for the small wolf who lives there.

  • Bellamy: Bellamy and her late mate, Gavroche, had chosen to make their den behind the Lazuli Falls within a spacious cavern. They had chosen a much wider den that is suitable for a family, rather than just for the couple. There are furs of various sort spread on the ground to serve as bedding, and some smaller pelts on the back wall for Bellamy and Gavroche's companions. On the wall opposite of the bedding and entrance, there are little alcoves and dips in the wall that Gavroche used to store and separates his herbs. Bellamy keeps the workspace the way her late mate had left it, in honor of his memory.

  • Lucette and Bae-Syl: Den Pending! Cattail Creek.

  • Dagrún: Dagrún's den is located high up in the mountain, near where the waterfall first starts to descend. Tucked away in a small cavern she has lined her bed area with elk hides. Her belongings are tucked neatly away in various indents in the walls. Just outside the opening of her den is a fire pit.

  • Pheonix: Fenix decided to make a den in the lazuli falls territory. It sits closer towards the top of the falls in the forest, with enough space for five to six wolves with an herb store in it - a dirt hut if you will.

  • Alexander: Den pending!

  • Bay: Den pending!

  • Corbin: Den pending!

  • Dorian: Den pending!

  • Eltrys: Den pending!

  • Lyonesse: Den pending!

  • Rivaxsaurus: Den pending!

  • Saga: Den pending!

  • Mentor and Apprentices

  • Haydée training Alexander - Primarily training in fighting skill.

  • Dagrún training Lyonesse - Primarily training in fighting skill.

  • Lucette training Corbin - Primarily training in navigation skill.

  • Lucette training Dorian - Primarily training in healing skill.

  • Haydée training Saga - Primarily training in fighting skill.


  • Guests of Ethne

  • Beauregard
    Tanelan
    Noelle
    Paradise
    Wrecker
    Bellatrix
    Billy
    Nolan
    Blitzkrieg
    Imogen

    News

    Relations

    Ranks

    ChiefPrimary alpha
    Eltrys

    ChampionThe champion is generally a wolf selected by the packs members that they have deemed has earned the most respect. It is not a rank chosen by popularity, but rather a privilege bestowed to those who have shown unwavering loyalty and the desire to serve the pack itself. The Champion is in charge of ensuring the pack keeps on top of their skills and may hold training for them at any time. The champion is expected to be present where required, confront trespassers, and handle pack affairs when the Chief is unavailable. Failure to commit to this will result in losing the rank. The Champion has almost as much power as the Chief, this includes force claims/freedom challenges, and may promote or demote other members within reason, etc. Should anything happen to the Chief, the Champion will inherit the pack.

    War ChiefThe Primary Beta warrior of the pack. This wolf is a respected member of the pack. They hold the power to accept & deny members, promote & demote the warriors under their direction, but otherwise have all the power of a Tier 2. This wolf ought to be skilled in the art of war and fighting. The War Chief is the primary leader of the Warriors, and is expected to keep the Warriors well trained and ready to fight when necessary.
    Saga

    SageThe Sage is the Beta secondary of the pack, and is a respected member. Considered the pack advisor, this wolf aids those who may be going through troubling times, as well as helps train and prepare the pack for lifes challenges. Has the same power as the Beta Primary.
    Haydée

    GuardianThe Guardian is chosen by the Chief. A member of the pack who has displayed courage and demonstrated their willingness to do what is needed for the pack, as well as boost morale. They have the same power as the other betas, and may hold training sessions for other members, accept/deny members to the pack (the primary alpha still gets final say, however), promote/demote ranks tier 3 and below, and works closely with the chief in an effort to create a better future for the pack as a whole. They may test the younger wolves to determine where they will be ranked, and may attend meetings with the Chief. The Guardian is considered both just that, a Guardian of the pack, as well as the packs diplomat.

    MercenariesHighly respected master warriors of the pack. Expected to help train the fighters in the lower ranks and keep them fit and ready. Expected to fight during raids for and against the pack. Can be challenged for upon mastering the fight skill. Only 2 allowed in this position at a time.

    BruisersThe head fighters and leaders of the Braves. They are responsible for ensuring the training of the Braves and any Fledglings that are apprenticed to those in their field. They are expected to be at all raids, whether against or for the pack, and are expected to keep their own skills sharp as well or risk demotion. Only 2 are allowed in this rank at a time. This rank can be challenged for.
    Bae-Syl

    PredatorsThe head hunters and leaders of the Woodsmen. They are responsible for ensuring the training of the Woodsmen and any Fledglings that are apprenticed to those in their field. They are expected to lead all hunts and ensure that all members of the pack are provided for. They are considered to be the most knowledgeable hunters in the pack. Only 2 are allowed in this rank at a time. This rank can be challenged for.

    Hawkers

    ArtisansThe head crafters and leaders of the Tradesmen. They are responsible for ensuring the training of the Tradesmen and Fledglings that are apprenticed to those in their field. They are expected to lead gathering excursions for resources such as metals, berries, and wood as well as assist the Woodsmen or Shamans in carrying food or herbs back to the pack. They are also expected to craft goods for the betterment of the pack or to trade. They are considered the most knowledgeable intellectuals in the pack. Only 2 are allowed in this rank at a time. This rank can be challenged for.

    CombatantsThose who specialize in fighting, they follow the Bruiser. They are the fighters of the pack, expected to attend raids for or against Ethne. They work to keep the pack safe from intruders and predators alike. They may be apprenticed a Fledging and it is the duty of the respective Combatant to ensure that they are trained and prepared to enter the rank when they are of age.
    Nova

    RangersRangers are the main hunters for the pack. They ensure the pack has enough food and work together for larger scale hunts. These wolves prefer hunting more dangerous game, including predators and exotic prey.

    WoodsmenThose who specialize in hunting, they follow the Predator. They are the hunters of the pack, expected to attend pack hunts and provide food for all of its members. They may be apprenticed a Fledging and it is the duty of the respective Woodsman to ensure that they are trained and prepared to enter the rank when they are of age.

    Braves

    ShamansThose who specialize in healing, they follow the Kahuna. They are the healers of the pack, expected to treat the wounded, and sick, and assist in all pack births. They may be apprenticed a Fledging and it is the duty of the respective Shaman to ensure that they are trained and prepared to enter the rank when they are of age.

    ScoutsMembers who have a preference for navigation skills, be it exploration, astronomy, weather patterns, etc. Scouts play an important role within the pack, as they are the ones that are often traveled and seek out news to bring back to the pack, scout out potential raid targets, and locate needed resources.

    Herbalists
    Gavroche II

    TradesmenThose who specialize in intellect, they follow the Artisan. They are the gatherers and craftsmen of the pack, expected to assist in bringing home resources pertaining to hunting, healing, and their own art. They are expected to craft items both for the benefit of the pack and for trading purposes. They may be apprenticed a Fledging and it is the duty of the respective Tradesman to ensure that they are trained and prepared to enter the rank when they are of age.

    Novice
    Alexandrite
    Fenix
    Jericho

    NativesGeneral members of the pack who have not chosen a path
    Ikuchi
    Rivaxsaurus
    Sou
    Vitani

    FledglingsApprentice-age youths, usually around three seasons to a year old when placed into this rank. They will be assigned a mentor in their chosen profession path to work closely with until they reach the proper age and point where gaining a rank is justified; usually a year and a half to two years old.

    BroodPups who have yet to choose a skill path and/or are waiting for a mentor
    Copper

    DefectorsMore of a title than a rank, this name is given to describe those who have betrayed Ethne or go against their views and are no longer welcome within their borders. If seen in Ethne lands they are to be met with force and driven off.