ardent
Ardent Wolf RPG - Fireside
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Fireside

Bury 'em? To hell with them fellas. Buzzards gotta eat same as worms.

Somewhat cowboy, somewhat pirate, somewhat viking. Got a bit of a turducken thing going here. Generally speaking Fireside is neutral with evil leanings as their way of life revolves around taking care of their own with little regard for outsiders. They're proud to be self-sufficient, proud of their hard work, and honestly just plain proud. Raising livestock is a central part of their existence and raiding is a nice little side gig to pad their pockets. Though this might bring to mind dour, dirty faces that couldn't be further from the truth as many (the King included) have a somewhat blase outlook on life. Do your job, live your life, laugh it up.

Territories

Former Leaders

    General Rules

    ONE - Look out for your own. In all things have your compatriot's back. Abroad you should behave as one; save the finger pointing and reprimands for home where things can be sorted out without fear of wagging tongues.
    TWO - Mind the sheep, dammit. They're kind of important to this operation so whenever your duties involve them treat them well and keep them safe, because if you lose one it's your hide on the line.

    OLD AND IN NEED OF AN UPDATE

    - 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.
    Code of Conduct
    Cowards aren’t tolerated in any outfit worth its salt.
    A braggart who is “all gurgle and no guts” won't find a home here.

    Relations

    Ranks

    KingThe one and only alpha.

    Master-of-the-GuardLead 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-HuntLead 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-WatchLead 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-CureLead 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-HerdLead 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-TradeLead 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.

    GuardsmenSkilled 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.

    HuntsmenSkilled 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.

    RaidsmenSkilled 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.

    PhysiciansSkilled healer possessing the skill rank of advanced (minimum) in healing. Only two wolves can hold this rank as their primary rank at a time. An unlimited amount can list it as their secondary.

    WatchmenSkilled 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.

    HerdsmenSkilled herder possessing an advanced or higher rank in any skill. Protects the herds from harm when they are afield, moves them across pastures, and tends to their day to day care with the help of the commoners.

    TradesmenHas 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. Only two wolves can hold this rank as their primary rank. An unlimited number can have this as their secondary rank.

    GuardsRegular 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.

    RaidersRegular fighter with a fighting rank of novice or higher. Only allowed raiding or defending 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.

    HuntersRegular hunter with a hunting rank of novice or higher.

    HealersRegular healer with a healing rank of novice or higher.

    ScoutsRegular scout with a navigation rank of novice or higher.

    PupsFireside's children

    CommonersThose 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.

    PrisonersThe trespassers, the would-be thieves, the hostages - they all find themselves in this rank. A character's disposition determines whether or not this rank entails manual labor or a deep pit to wallow in.