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Ardent Wolf RPG - The Hallows
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The Hallows

Give me your tired, your poor, your huddled masses yearning to breathe free.

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.

General Rules


• No bloodshed of any kind will be tolerated on Hallowed lands. Any blood shed in the course of trainings or approved combat does not qualify. Those who do maliciously spill blood will receive swift justice and will be punished according to the Aegis' order 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 season there will be an activity or plot announced in the pack Discord channel that must be participated in to remain a member of the pack. Members are allowed to miss one check per 3 IC seasons.)

• 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 and will be treated as threats.

• 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.

• Treason is considered especially heinous. Those that would do harm against their own pack are held culpable to the crimes their betrayal caused and are subject to extreme forms of punishment. This can include sentences up to severe/debilitating maiming or permanent imprisonment.

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 presided over 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.

  • Return to Fire: the departed is wrapped in cloth and placed on a pyre doused in flammable oils, along with any personal mementos and sentimental gifts. After eulogies have been delivered, the Flamebearers will then ignite the pyre with torches.

  • Return to Water: the departed is wrapped in cloth with several weighty stones and any personal mementos and sentimental gifts. The body is brought to an outcropping in the Starlit Plains that juts into the western sea. After eulogies have been delivered, the body is released into the water.

  • Twilight Song: When the body has been returned, the entire pack is invited to join in a howl to sing in remembrance and honor of the departed. Either the Aegis or a wolf close to the deceased initiates the howl.

  • Pack History


    Maps


    Resources & Treasures


    • Wine
    • Liquors
    • Alpaca wool
    • Steel and iron
    • Leather
    • Jewelry and gemstones
    • Sota

    Common Rooms Descriptions


    Grand Foyer — A wide open entryway with two corridors branching off to the east and west wings of the castle. A huge wooden staircase with plush rug runners lead up to the higher levels. A set of stone stairs tucked behind the grand staircase leads down into the prisons.

    Great Hall — A cavernous feasting hall with high ceilings and beams. Long wooden tables sit dispersed around the hall. A single long table sits atop an evaluated platform with two mahogany thrones at the center of the table. Tall windows tower up to the ceiling and look out over the western sea and the castle gardens. The Great Hearth is built into the inner wall, where a roaring fire is always burning.

    Kitchen — A decent-sized kitchen with plenty of countertop space for prep, wood-burning ovens and ranges, and a natural spring producing water. There is a walk-in pantry in the back for storing dry goods. It also leads to the cellars for storage.

    Armory — A large armory with weapons and armors of all sorts lining the walls. A forge, anvils, grindstones, and workbenches are strewn about the room, all in various states of use and disrepair.

    Lounge — A cozy little lounge filled with cushioned furniture. A single fireplace keeps the room illuminated and warm. A liquor cabinet and bar sit on the far wall, fully stocked. Tall windows look out over the plains.

    Infirmary — A large hall filled with cots for patients. An attendant's desk sits beside the door. Shelves of medical supplies, medicines, and other knickknacks line the walls. Windows look out over the gardens, allowing fresh air and sunlight into the room.

    Baths — A room of marble tiled floors and frosted glass windows. Two massive in-ground tubs sit at the heart of the room. A network of underground aqueducts allows the pumping of hot water to fill the baths from a natural hot spring beneath the castle, and drains in each tub empty the water back out to the ocean. Cabinets filled with towels, furs, oils, and perfumes line the walls.

    Guest Rooms — Decent-sized bedrooms for guests of the Hallows to rest in. Each room comes with a full-sized bed, a fireplace, and a window looking out over the plains.

    Artorias' Dojo — The room contains nothing but a padded arena that takes up most of the space. Training dummies encircle the ring. Racks of wooden sparring swords hang on the walls.

    Living Quarters Descriptions



    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. A thick patchwork quilt lies across the sheets for added warmth during the winter. There are a set of double doors that open out onto a spacious balcony overlooking the sea. Several luxuriously soft furs are laid out in front of the grand fireplace. Above the bed is a tapestry hung on the wall and the bed is covered with many pillows, furs, and silk sheets.

    Bowen'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 and Ysmir'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'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.


    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.

    Mercury's Room — Furnished with a plush bear rug on the floor, and a bed big enough to house two sitting perpendicular to the fireplace. Heavy curtains give the option to blot out the sunlight, and a small table with a collection of odd trinkets sits in a corner. An empty sword stand is the only decoration on the wall.

    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.

    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.


    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.

    Balthier's Room — A relatively cozy room with plush furs that make up a large bed in the corner. Hooks on the wall that hold his battle accessories along with a shelving unit that contains a few different knives for skinning and sharpening stones as well as some supplies needed for the raft like rope and an extra sail. There is typically one bottle of wine placed on the lower shelves. Usually open draped windows for his caracara to come and go freely as well as a little bedded area for his lemur.


    Rooms on the fourth floor of the castle and in the central tower.

    Zephyrus' Room — As near to the top of the castle as you can climb, this bedroom is smaller than the average and clearly not frequented by it's inhabitant. In lieu of a bed, a massive nest has been built in the center of the room with plenty of walking space around it. Crafted out of the most plush stolen scavenged bedding, pillows and rugs, the nest is large enough to fit a trio of direwolves or one very large prehistoric bird. Not much else is present as far as furniture, and the only bit of decoration is a single preserved eagle talon that hangs from the fireplace mantle. From the scrapes in the stone floor, it is clear that the occupant of this room uses it only to sleep and access the balcony.


    Dens built out on the plains surrounding the castle.

    Claire and Greed's Den — No description provided yet.




    Kaer Morhen - Joseph Trapanese

    News

    • 2022-09-19 Artorias and Briar are welcoming their first litter of pups! Applications are open to all! Please see the official adoption thread for more details! – Artorias
    • 2022-05-27 The wedding of Artorias Carpathius and Briar Fatalis has begun! Everyone is welcome to come celebrate with the happy couple in this thread! – Artorias
    • 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 hereArtorias

    Relations

    • Aerie Band

      Neutral

      Artorias has had no interactions with Aerie or its leader beyond a brief exchange with Eligos during the wedding.

    • Armada

      Allies

      The Armada is the closest ally to the Hallows, and Artorias and Sirius maintain a strong positive relationship. Artorias is keen to continue strengthening his relationship with Azure.

    • Ashen

      Very Friendly

      The Hallows maintains friendly relations with Ashen. Artorias considers Venom to be a good friend, and cordial diplomacy between them have left an opening for an alliance between the two packs.

    • Avalon

      Neutral

      The Hallows has had no interaction with Avalon as of yet. Artorias was present for Corbie's claim of the pack, but has had no one-on-one contact with the alpha.

    • Elysium

      Allies

      The Hallows is allied with Elysium. Artorias and Briar have shared several positive exchanges with Manea and Alastor and hold a warm regard towards the couple. They consider them to be good friends and are eager for further future relations with the Mendaciums.

    • Habari

      Unknown

      The Hallows has had no interaction with Habari. Attempts for diplomacy have been ignored so far.

    • Pirates Plunder

      Tense

      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.

    • Tojo-kai

      Neutral

      The Hallows has had no interaction with Tojo-kai yet. Artorias remains cautiously alert of the pack's presence and activities in Auster, though no signs of aggression have given him no reason to be distrustful outright.

    • Valhalla

      Warm

      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

    Alpha of the Hallows, harbinger of sanctuary and justice, and the shield that guards the realm of wolves. Also known as the Firekeeper or Lord of Cinder.


    Queen

    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

    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 4 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.


    Wayfinder

    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.


    Knights

    Warriors and defenders of the Hallows.


    Physicians

    Healers and caregivers of the Hallows.


    Hunters

    Hunters and providers of the Hallows.


    Scouts

    Explorers and wayfinders of the Hallows.


    Scholars

    Teachers and tutors of the Hallows.


    Hallowed

    General population of the Hallows. All of them under the protection of the Aegis.


    Younglings

    Hallowed children. Characters under the age of 1 year.


    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.