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Howls of the Sea 🐺🌊 | [READ ONLY]

Howls of the Sea 🐺🌊 | [READ ONLY]
Posted 2020-10-21 16:30:02 (edited)

π•Ύπ–šπ–’π–’π–†π–—π–ž

Howls of the Sea are a nomadic pack of wolves that freely wander across the frozen northern coastline. Not much is known about them, aside from their close-knit family structure and their mostly ungulate and pescatarian lifestyle. They travel frequently, never staying in one campsite for more than one season (year), though they'll always camp close to the water's edge, on small rocky islands near the coastline or even on solid ice sheets if conditions allow them to. They're not afraid to get their paws wet and they can swim quite well compared to mainland wolves, despite being somewhat smaller than them in height. They're muscular, have shiny thick double-layered coats and webbed paws, coupled with superb night and underwater vision. They're able to fish and hunt for seals when times get tough, thus always keeping their coats silky and shiny. Their spiritual beliefs are a mystery to most, but it's known that they look to the stars for guidance and deeply respect the ocean and deer.


Arvid
#6175

Posted 2020-10-21 16:52:03 (edited)


π•»π–†π–ˆπ– π•½π–†π–“π–π–˜



Alpha- Leader of the pack, who is ALWAYS a female. She represent the entire pack and manage outside affairs such as alliances, wars, scout missions and territory disputes. She's responsible for hosting celebrations and ceremonies and is the only wolf that frequently contacts the spirit world, since she has the ability to see spirits. Alphas may never retire and typically wear something to represent her status.

Beta- Second in rank and to-be alpha, who is always a female. She's primarily responsible for managing interior affairs such as organizing hunting patrols and food stores. They may temporarily fill in the alpha's roles if they're sick. Betas can retire if they're too old or unfit to lead.

Healer-Β  The Healer is responsible for treating pack members' physical, mental and emotional pains. Aside from the alpha, they're the only other wolf that can visit the spirit world, since they've also received the ability to see spirits. Medics can never retire and typically wear flowers or herb crowns to symbolize their status.
> Healer's Softpaw- A Healer's Softpaw is a young wolf training to become the pack's next healer and to earn the ability to see spirits.

Elder- An Elder is a retired wolf older than 7 years of age. Elders are highly valued mentors to Sharpclaw softpaws due to their extensive knowledge and experience on hunting. They may even help train younger Softpaws whenever available. They're highly respected and even the alpha may seek advice from them sometimes.

Scout- A Scout is a wolf that explores lands far away for months at a time and may act as a diplomat when dealing with stranger packs. When not scouting, they stay on the lookout around the camp's edges and scouts the territory to report back to the higher ups.

Sharpclaw- A Sharpclaw is a strong adult wolf that has proven themselves physically capable of protecting the pack. They're the backbone of the pack and are allowed to freely have pups. They're the camp guards and the brute strength in battles. There are three specialized subroles of sharpclaws: stalkers, chasers and finishers, though all are equally as important. When not hunting or patrolling, omegas guard food stores and craft items for the pack. In battles they act as replacements/relays for Sharpclaws. To become a sharpclaw, they must prove themselves as strong enough for the title.

Pupsitter- A Pupsitter is a wolf responsible for looking after and caring for pups and young softpaws. They play a major role in teaching them vital social skills and about their future pack duties, especially when an elder isn't available.

Softpaw- A Softpaw is a young wolf between the ages of 2 & 1/2 months and a year old training to become either medics, scouts or a sharpclaw.

Pup- A Pup is any wolf under 2 & 1/2 months old that's too young to train. They're fiercely protected and heavily watched over by every adult, but mostly the Pupsitter.


Arvid
#6175

Posted 2020-10-21 16:54:44 (edited)


π–˜π–”π–ˆπ–Žπ–Šπ–™π–ž 𝖆𝖓𝖉 π–ˆπ–šπ–‘π–™π–šπ–—π–Š


𝔰𝔬𝔠𝔦𝔒𝔱𝔢


β€– The pack follows a specific sleeping order:
- Innermost circle: Pups and mothers sleep in the absolute center, whilst the pupsitter and younger softpaws sleeps close to them. Adolescent softpaws normally sleep towards the edge of the innermost circle, separate from pups. These individuals are the closest to food and supplies, providing them with the most warmth and protection, as well as hiding spots in the case of raids.
- inner circle: The medic, sick/injured and elders sleep in the innermost circle, which surrounds the innermost circle.
- Outermost circle: Adults in other ranks (sharpclaws, scouts, the alpha and beta) all sleep surrounding the other groups. They take turns to stay guard or to hunt/patrol whilst others rest.

β€–Β When migrating, they only bring the bare necessities. Each wolf is responsible for packing for themselves, with the exception of young softpaws and pups. The pack has learned how to weave small pouches and backpacks to make carrying things like snacks, toys, herbs and medicines easier. They never travel when they have a severely injured/sick wolf in recovery or if there's a pup in their ranks.



β€–Β Pups learn how to swim at three months old if conditions are right. They will always practice in shallow tide pools and always under the supervision of their parents and experienced swimmers. If a pup is born in the autumn or winter, their swimming lessons will be postponed to late spring or summer.



β€– The pack is primarily matrilineal, tracking a wolf's lineage primarily through their mother in the pack.





𝔯𝔒𝔩𝔦𝔀𝔦𝔬𝔫


Long, long ago, the land and sea lived completely separated from one another, leaving behind a massive imbalance in the spirit world. The mortal plane was unstable, constantly facing total extinction from angered spirits, who fought constantly between the land and the sea souls. However, one day, a new creature appeared, serving as the first and most powerful bridge between the spirits of the land and sea: wolves. Other spiritual creatures came later, but wolves were the first and are still the most powerful link.

As a result, the Howls of the Sea pack believe that it's important to conserve the Sacred Link. They eat fish to remember their ancestors and origins and eat deer to bless their descendants and the future. Once every full moon the alpha and medic must journey to the spirit world to visit the ancient guiding spirits and to personally thank them. They also consult their ancestors, previous leaders and medics for advice and knowledge.





π”―π”¦π”±π”²π”žπ”©π”° π”žπ”«π”‘ 𝔠𝔒𝔯𝔒π”ͺ𝔬𝔫𝔦𝔒𝔰


Naming Ritual- Though not an actual ritual, whenever a pup is born the parents (if both are pack members) will give the pup a part of their names to form a new one. If the parents aren't pack members, then the guardian(s) are free to give their own names to the pup.

Birth Ceremony- When a pup is born or adopted into the pack, the pack celebrates by killing a deer or caribou in their name and sharing the meal amongst the entire pack. The day is then spent resting, playing, napping and grooming amongst the entire pack.

Elder Ceremony- When a wolf earns their title of elder, they're given the option to either retire or to continue their duties. Regardless, the pack kills a large fish in their name and allows them to have the first bite. They are then blessed by the alpha, beta and medic for all their years of service. The day is then spent resting, playing, napping and grooming amongst the entire pack.

Softpaw Ceremony- When a pup is old enough a softpaw, the alpha, beta and medic all work together to discuss where each softpaw would be needed. After evaluating and deciding, the new softpaw must vow to use their newly learned skills for the pack and promise their loyalty to them. Afterwards they're presented to the pack with their new rank and are allowed to eat first. Until they reach adolescence, older sharpclaws or elders will mainly be responsible for their education. Once they reach adolescence, softpaws will branch off into their respective roles to finish their training with their peers.

Sharpclaw Ceremony- When a Softpaw has proven themselves strong/capable enough to become a Sharpclaw, the
leader tests them by ordering them to bring back five catches of fish within two days. Once they succeed, they earn their rank and earn the first pick of food for the day.

Medic Ceremony- When a Medic has determined their Softpaw to be ready, they've given berries from a glowing moonwort plant in order to gain vision of ghosts and spirits. Afterwards, they must wait until the full moon to head to the spirit world with their mentor and the alpha. Once there, they must swear an oath to never allow harm to befall a patient before earning their rank. By sunrise they return to the pack, where the alpha announces their new rank and the new medic is granted the first pick of food for the day. The old medic typically gives their Softpaw a gift (mostly hand-made trinkets or accessories) to congratulate them.

Beta Ceremony- A Beta is typically chosen by the alpha, when the alpha, medic and elders come together and discuss who would be best for for the role. Once decided, the alpha calls a meeting and announces the new beta. Afterwards they must sit vigil and watch over the pack for the entire night. At sunrise, they're allowed to sleep for the entire day and the first pick of food for the day. However, rarely will the medic or alpha get a vision/omen on who should become the next Beta.

Leader Ceremony-Β  When a beta becomes an alpha, the entire pack gathers at dusk and wishes them luckΒ  The medic gives them glowing moonwort berries to grant them the ability to see ghosts and spirits. They then must wait for the full moon to arise before heading to the spirit world with the medic and the old alpha (if none is available, then the oldest wolf in the pack may fill their place). They must present themselves to the ancient spirits before returning at sunrise. The entire day is then spent howling, playing, feasting, grooming, sleeping and cuddling amongst all packmates.

Full Moon Ritual-Β On the day of the full moon, the medic, their softpaw and the leader all head to the spirit world together in hopes of communicating with the spirits. The medic forages whilst the leader scouts the spirit world. At sunrise they return to the pack and spend their day taking it easy. Meanwhile, the pack feasts and spends the night bonding and playing with each other.




Arvid
#6175

Posted 2020-10-21 16:58:02 (edited)


π–•π–†π–ˆπ– π–‘π–†π–œ



The Pack Law is a series of rules that guarantee the survival and harmony of the pack as a whole. All members must follow them, from the youngest pup to the alpha themselves.

1. Prey may only be killed to be eaten. To waste food is to disregard you and your packmates' lives, as well as disrespecting the animal that died to sustain you and the hunters who worked to kill it.

2. No wolf may eat until the pups, nursing wolves, pupsitters, elders and medic have eaten UNLESS during special occasions (such as festivals or ceremonies). Those caught breaking this rule will be last to eat for half a moon.

3. Killing outsiders for self defense or for the pack is frowned upon, but allowed if needed. If an outsider's death is ruled to be exceedingly cruel, unjust or unnecessary, the perpetrator will be punished very heavily. If one is found to have purposefully killed their packmate, they will be executed via forced drowning under the sea ice.

4. Pack members must remain loyal to their pack. Whilst friendships with outsiders aren't forbidden, they are discouraged. If a traitor is caught, the pack gets to decide if the traitor must die or be banished depending on the severity.

5. If a wolf is found to have purposefully or accidentally neglect or injure pups, elders or the sick and injured, they will be punished heavily depending on the circumstances. If the neglect/harm is found to be purposeful and has led to the victim's death, then the perpetrator will be executed via drowning under sea ice.

6. Defend the pack with your own life.

Arvid
#6175

Posted 2020-11-10 07:21:39 (edited)



π–˜π–”π–ˆπ–Žπ–Šπ–™π–ž 𝖆𝖓𝖉 π–ˆπ–šπ–‘π–™π–šπ–—π–Š


The pack was founded by Quiet Fawn and Dark Moth under the name White Deer Tribe. Whilst still fragile, they where very violently chased out of their home into the north. Whilst they grew in ranks, they lived in isolation and travelled frequently. Though Quiet Fawn had opened the pack's ranks to outsiders towards the end of her rule, the pack firmly maintained their nomadic lifestyle.



She was succeeded by Ghost Frost, who worked hard to strengthen the pack and improve fighting and hunting methods. His efforts paid off and the pack could firmly hold their ground in battles without fear. They found comfort in the tundra and glaciers, comforted by its vastness and low competition amongst rival packs.


Β 

Jay Dusk succeeded Ghost Frost as the pack's first full pack-born leader. She vows to rule with the ferocity of a mother bear's love, as well as the gentleness as first winter snow. She changed the pack's name into what currently represents them best: Howls of the Sea.



Harp Aurora succeeded Jay Dusk, although hardships would soon follow. The pack began to starve and pups were dying, forcing them to head down south into the prairies. However, even then they were still struggling, which forced the pack to migrate up north into the taiga, where they settled down in their new biome. Soon after however, the pack moved to the glaciers, where they currently reside and enjoy their unique lifestyle. Afterwards, he established that the pack shall now permanently reside in the glaciers.



Frost Wind succeeded Harp Aurora, taking over the pack with an alarming amount of elders. Though challenging, throughout her rule Frost Wind successfully replenished the pack's population and secured their future. Her reign was relatively peaceful and she worked hard to strengthen the pack from the move and declining population.



Dark Feather succeeded Frost Wind, and her rule was relatively peaceful. With the pack flourishing, she'd decided to officially accept outsiders into the pack after noticing a decrease in the pack's fertility rate. Though her packmates were initially concerned about her decision, they grew to accept it and welcome fresh blood into their ranks, though not without rigorous lessons and training first. However, her rule was cut short by an ambush from a nearby enemy pack.



Phantom Howl succeeded Dark Feather, and unlike those who came before her, the she-wolf had a clear thirst for blood. Though she loves her pack ferociously and wouldn't ever lay a claw on them, rumors about her viciousness and bloodthirstiness began spreading throughout the lands...


Arvid
#6175

Posted 2020-11-17 07:34:21 (edited)

THE STORY CONTINUES...

YEARS 1-5:Β The Tribe was small and fragile, anxious for their future. As their population grew, wolves were constantly worried about shortages of food and herbs, as well as possibly being invaded by rival packs. A brutal invasion from a neighboring pack had forced the Tribe to seek shelter in the north. Fearing for their safety, they'd gone in complete isolation from outsider wolves. Quiet Fawn eventually decided to reopen their ranks to outsiders, despite protest. Ghost Frost had joined, stunning the pack with his abnormal speed and unusually long fur. A new generation of pack members were coming and going, growing into promising hunters and warriors as the founder wolves grew older and older.

YEARS 6-10:Β The original Tribe members were getting older, and so was Quiet Fawn. Slowly, the elders were beginning to diminish whilst their grandkids were being born. Quiet Fawn moved the pack back to the Taiga for better hunting. Eventually, only Dark Moth and Quiet Fawn were left as the remaining founders still living. Tragically, in the midst of winter, Dark Moth had passed, devastating the she-wolf. Quiet Fawn spent her remaining days calling out for her lost friends and mourning them before finally passing in her sleep. The entire pack deeply mourned Quiet Fawn's death, anointingΒ Ghost Frost as her successor. Soon enough, there were no remaining wolves who have lived during Quiet Fawn's reign.

YEARS 11-:Β With Ghost Frost's death, Jay Dusk was appointed as the third official leader of the White Deer Tribe. She is the first tribe-born leader, appointing her son Dusk Lemming as beta. She moved the pack to the taiga, reinforcing pup education and focusing on training new generations of strong omegas. Despite the various hardships, the she-wolf leads the Tribe with dignity, bravery and a mother bear's love.


Arvid
#6175

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