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DRAGONMOUNT

A WHEEL OF TIME COMMUNITY

WOLFKIN INFO THREAD


Cass

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Introduction

 

Welcome! 

 

The Wolfkin are an old thing, a thing from the First Days when men and wolves ran and hunted together side by side. While that time has been lost in the endless turnings of the Wheel, what was may yet come again. So it is now with the Wolfkin who have come to be, even as the current age, called the Third Age by some, approaches its end. Men and women who stand halfway between humanity and wolf.

These Wolfkin are gathered at a single Stedding, gifted to them by the Ogier, in the lands that were once Manetheren's and are now owned by none. There they gather and learn to control their gift. Those who are first brought to the Stedding are known as Wanderers, those who are suffering from The Howling which threatens to overwhelm their humanity and who are in need of a guide. They are taught the basics of their new heritage. Until they have mastered the basics and overcome The Howling, these people are known as Wolfcubs, as they are still young in the ways of their new nature.

Those that master their nature are welcomed as Wolfbrothers and Wolfsisters. These Wolfkin are then required to dedicate themselves to one of four subdivisions within the Wolfkin.

It is these four subdivisions that maintain the Wolfkin Stedding, and the leaders of these four groups decide what is best for the Stedding in Council. Not only is the burden of managing the Stedding upon their shoulders, but also of keeping their kind relatively unknown as the world is not yet ready to embrace them fully.

 

Include link on how to apply / bio guidelines

 

Index

- Main Timeline & Group History

- The Wolfkin Territory & Stedding (map, layout/description)

- Advancement / Further Advancement & Subdivisions / Dreams & Training / Weapon Score System 

 

 

 

(Wolf Art on banner courtesy of © Joni Warden)

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Main Plotline / Group History

*** Needs links where possible***

 

 

Early (Pre - PSW) History

 

 


The Breaking and Beyond

Wolfkin gathered in various Stedding around the world.

1000 AB to 1200 AB
Trolloc Wars

- Wolfkin fought where they could whilst trying to remain hidden. They moved gradually southwards, abandoning Stedding when they had to and relocating to others established in the south, like the one in the Mountains of Mist. 

1184 AB 
- King Caar ruled Manetheren for part of this period and Elreic was Pack Leader of the Stedding in the Mountains of Mist. King Caar called for Elreic, sending his golden eyed grandson, a 16 year old Korum, back to the Stedding with the Pack Leader. Friendship between Royal House and Wolfkin grew over the years. The Wolfkin community expanded and the 4 Disciplines were created. 

1196 AB 
- King Aemon (Korum's father) succeeds King Caar. Korum, now 28, has become Head Watcher with the Wolfkin. 

1200 AB 
- The Shadow sends two of its greatest Generals against Manetheren ... Bekkar'sorei and The Scourge. Their force is overwhelming and Manetheren, abandoned by its allies, is destroyed when Queen Eldrene uses the One Power in a last ditch attempt to remove the Shadow from her lands. 

1201 AB to 1350 AB / FY 1 

- The Wolfkin scatter in the aftermath of Manetheren's destruction but Korum remains in his homeland, settling down and raising a family. His eldest daughter eventually settles in Aemon's Field. As the Trolloc Wars end and a new Age approaches, the Wolfkin begin to rise anew, gathering once more at the Stedding in the Mountains.
 

(FY 1135 (guesstimate by historians) became 1 NE.)

 

 

998 NE (Start of the PSW)

- The Wolfkin, by nature avoiding any human dwellings, have their home in the Mountains of Mist.

 

- A plague hits the growing community, killing many, including the Elders and the Pack Leader.

Those who survive decide against raising a new Pack Leader and instead form a Council made up of the Heads of the four disciplines. (within the PSW history/After Tarwin's Gap/longer than 2 years ago IC.) 

 

 

999 NE

Oct

- There is a hunt for Trollocs who are killing wolves in the Mountains of the Mist following the failed first attack on the Two Rivers.

 

- Battle between the Wolfkin and thousands of trollocs ensues. The Wolfkin are joined by forces of Aiel and the Band of the Red Hand, who are in the area on separate missions. 

 

- Alliance is formed between the Wolfkin, Band and Aiel. 

 

- Representatives from the Wolfkin travel with the Band and Aiel towards Arad Doman in search of the Ogier Stedding.

 

- Wolfkin and allies assist in driving the Seanchan out of Bandar Eban.

 

 

1000 NE

Month

- The Wolfkin and their allies are involved in a plot to ressurect Manetheren. The plot sees Adine Sedai placed on the throne of Andor with the intention of making her Queen of the newly reformed Manetheren. In the end the overly ambitious plot founders, however, due to internal disagreements.

 

 

1001 NE

July/August

- During construction of a well at the Tracker Lodge, the allies uncover a stasis box. Amongst the contents is a Dreamspike which becomes Wolfkin property.

 

 

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Wolfkin Territory & Stedding

 

WKMap.jpg

 

(Map is not to scale just for general overview)


The Wolfkin Territory, covering an area 24.5 miles by 18 miles, is about a week's journey on foot (approx. 200 miles) south west of Emonds Field, in the foothills of the Mountains of Mist. The actual Stedding is roughly 4 square miles of land. The original Ogier population dwindled so much that the remaining Ogier agreed to the Stedding's use by the Wolfkin and they moved to other larger stedding in the Mountains. Its original name has since been lost.

No random passer by would know there was any kind of habitation in this part of the Mountains of Mist but the foothills have provided a safe haven for the Wolfkin for many long years now. All roads in to the territory are kept secret and are not cleared sufficiently to show tracks or paths. Vegetation and underbrush are left largely undisturbed, making any initial entry quite hard going, even for those in the know, particularly as it is an uphill journey. There are concealed Ranger posts on all approaches to the Stedding, acting as both a defense and an early warning system. An old cabin stands not far from the beginning of the Stedding on the north eastern boundary, offering a resting spot before the last hike.

The area around the Stedding has many meadows scattered with wildflowers in between the thick expanses of forest, and myriad hidden places in the mountains, such as spring fed waterfalls and concealed caves. There are several well known landmarks on the way in to the Stedding from the north east – the rock face high overhead that looks vaguely like a man in profile, and a high overhanging rock that looks ready to plunge into the ravine below despite its not having moved an inch during the Wolfkin's long residency.

To the north of the Stedding, distant smoke can sometimes be seen rising from a miner’s camp. Having saved the miners from brigands, they agreed to pay a small stipend to the 'kin in return for keeping the area safe. There is also an agreement in place with the Band to protect the miners' carts when they are delivering ore from the camp to Baerlon.

The Band of the Red Hand's Citadel is 90 miles north north east as the crow flies, lying between the Stedding and Emonds Field. Band patrols generally keep the entire area free from bandits and troublemakers. The Band also has responsibility for the nearby Waygate. The Wolfkin's Rangers assist with security as and when required.


The Stedding Village

The village is built in the small clearings and open spaces between the trees, surrounded by thicker forest. Only natural materials are used in construction, (such as grass, mud, and wood). Stone and brickwork is uncommon, and most of the Wolfkin structures look organic, as if they've grown out of their surroundings. Think of the 'kin as the first ecologists. 

The lanes or tracks that pass for streets between the buildings in the village, even where the houses are most dense, are several tens of paces apart. All homes within the village proper are single storey. Only community buildings are two storey.

The Infirmary

Ogier built. This is a prominent, two storey structure and it sits at the very centre of the village. At the top of two large steps, entry is gained through a solid oak double door. It houses multiple bedrooms to act as both a quarantine and temporary accommodation for Wanderers, as well as a place for those who are taken ill. There is a massive kitchen, huge storage rooms for food, herbs and linen, a study belonging to the Head Sage, a couple of classrooms for training new Sage initiates, a laundry room, and workrooms for the preparation of medicines and labelling of herbs. All of the interior walls are white but the rooms contain vivid splashes of colour in the hand painted pictures on the wall, the felted blankets on the beds and hand woven rugs on the floors, not to mention the carefully placed jugs of wildflowers. One room and part of a hallway on the ground floor was fire damaged some years ago when the unseasonably warm weather caused a prolonged dry spell. Forest fires were common, springing up everywhere in the forest and patrols had to do regular sweeps to keep the situation under control. Luckily, the fire in the Infirmary was caught quickly or the entire Stedding could have been burned to the ground.
At the rear of the building is a large garden containing not only the herbs required for healing but also vegetables and a small flower patch.

The Watchers' Library

Ogier built. Two storey. Contains as many lore books, histories, almanacs and other informative documents as the Watchers and other Wolfkin have been able to gather.

The Stables

A long, low, single storey, wooden barn with high rafters, and huge double doors at both ends. Apart from the rows of stalls down either side, one end of the building houses various storage rooms for feed, tack, and equipment for mucking out. At the opposite end, the doors open onto grazing land, and a manure pile not far to one side.

"The Hole in the Wall" Inn

Run by Wall, the Inn is Ogier built. It's an imposing two storey building that stands a ways outside the main village, close to the Lake shore. It looks as though it's actually grown out of the forest being so cunningly wrought. Hot and cold food is served here at all hours; rooms are available for those who require them though their use is mainly confined to outside visitors. Several rooms at the rear of the ground floor are used for meetings. The bar is the heart of community life, frequently used for musical gatherings of an evening. The Wolfkin are great lovers of music and many of them play an instrument and/or sing. Owen plays flute, Rhya plays a bodhran and sings. Blaeric and Rori, two of the other Rangers, play....

The Silversmith's

Built for the Wolfkin's Silversmith, Darren Brightail, a Tracker, this one is self explanatory. There is also a smithy for the resident blacksmith right next door.

The Lake

At the eastern side of the Stedding, about 7/10ths of a large Lake lies within the Stedding proper. The rest is still within the general Wolfkin territory. With the exception of the Inn and WolfLover's cottage, it has been agreed not to build around the shore in order to keep it as a common area, and to prevent any dispute over the use of the waters for bathing and recreation.


Individual Homes

Empty Cottages

There are a few empty and abandoned homes scattered through the Stedding. Some belong to Wolfkin who have passed on and others to Wolfkin who chose to leave the Stedding and follow a solitary path. 

Erik's Lodge

A cabin out in the woods, between two massive Douglas Firs that stab the sky, beside a field of wild flowers marred only by a stone epitaph in the centre that is Gena's headstone, squatting near a small pond. The shingling holds a dense collection of moss, but the shake is still in good shape. It has a thatched roof.

Darin's Cottage

Darin built it for himself, with help from other 'kin, near the edge of the Stedding but still within its bounds. Its construction method keeps a good part of the heat out during the day, but equally keeps a portion of it inside during the night. It is simply furnished. A small, round table with two simple, unadorned chairs sits to one side and a small window lets in light. The fireplace is basic stone-and-mortar, with a thin chimney to allow the smoke out.
A wood-plank door opens on to a small, uncultivated area of land before the cottage.

Aislyn's Cottage

A recent addition, built when Aislyn took over from Miryana as Head Sage. It stands 6 spans (36 feet) to the south of the Infirmary.

 

John Dunbar's Hunting Lodge

 

About an hour's hike further up into the western foothills. A simple cabin with very good hunting in the vicinity. There's a single archery target placed at the front of the property. 

Owen's & Rhya's Tree House

The tree house was built within the Stedding, but well outside of the main village to the south east; a solitary structure cradled in the arms of a mighty tree. It consists of 3 bedrooms, a bathing room, an open plan living area with a kitchen and generous seating space, a substantial balcony that often doubles as a classroom, and a pulley system which allows access for the wolves to the house through a trapdoor in the balcony. People can enter by using a hidden stairway carved into the great tree trunk and climbing through the same trapdoor but it is a far from easy climb. Visitors generally prefer to shout up from ground level. Rhya keeps a decent sized herb garden near to the shelter of the tree line, along with a small storage shed for her equipment.

Wolflover's Cottage

The path from the village around the edge of the Lake eventually forks, splitting off to the left for WolfLover's cottage or continuing straight on for the Inn. Both are built on the western shore of the Lake, but the two buildings are as far apart as it's possible to get with the cottage being closest to the village. Following Aragorn's death after a battle, WolfLover left the Stedding and the cottage stood empty for 3 years. Eventually, she returned with their son and daughter. The cottage had been tended with great care in her absence to keep it weather proof and in good order. She had plans to extend it to accommodate rooms for the children. There's a small herb garden too as Miriana/WolfLover is a Sage and ex Head of that division.

 

 

The Tracker Lodge

The Lodge is a sturdy, single storey building that lies east north east, 3 hours/9 miles walking distance, from the main village, outside of the Stedding proper. It required a bit of wheeling dealing, some weighted dice and Carnhain's help, but ex Tracker Head, Anton Averdal, secured the services of an Asha'man to help with the process of building the Lodge. The Asha'man had hollowed out a cellar beneath the kitchen and made the stairs down to it. He also made sure that the earth beneath the house was so strong the Lodge above wouldn't suffer as a result of the excavation.
Whatever was kept in the cellar would keep nigh on indefinitely due to a weave of Keeping that would ensure the stocked food wouldn't go off. 
The kitchen of the Lodge leads in to a common room. It has its own dining room too which serves as an occasional classroom. With a single table sitting in the centre for a dozen people to sit at, the walls are lined with doors to small rooms where Trackers who don't have their own homes, or didn't bother with them because they spent so little time in the area, stayed until they went on their next trip. That or students being taught by a Tracker. The rooms are rarely filled to capacity, so a couple are used as storage.
Glass was acquired for the windows fairly recently. The Lodge had initially been a one man project for Anton, with others chipping in here and there. The Lodge, the herb garden and a shed where meat could be butchered were all completed. A storage room and another building were yet to be added. A well was planned too, but an Asha'man will be needed for that.

The nearest trees are a good fifty feet away.

The Ranger Barracks & Training Grounds

About 0.5 mile/10 minutes north west of the Stedding lie the Training Grounds, and the living quarters of the Rangers. Surrounded by forest, this area consists of the Barracks, storage shed, Archery Ground, and main training area. You can find a description of each of these below. This is probably the largest "clearing" in the whole territory.

The Barracks

 

The living quarters of the Rangers and were built by Ogier stonemasons many years ago. They do not, of course, possess the same flowing artistry which characterises the Infirmary and Library, built as they were for strength, simplicity and utility.

Two large oak doors mark the entrance to the Barracks and, once inside, a Wolfkin is confronted with a wide hall where the Rangers and Guardians gather to eat their meals. To the right lies a doorway which leads to the kitchens. To the left, another door leads into a hallway which runs left and right with doorways opening in both directions onto rooms along the western side of the Barracks. These are the rooms where Guardians live during their training and a small flight of stairs leads to the second floor which houses more rooms should they be required.

Finally, at the other end of the main hall, directly opposite the entrance, is a third doorway leading into the Ranger quarters. These are similar to the Guardians' rooms but slightly larger, taking up both floors on the northern side of the building along with the top floor on the eastern side, above the kitchens. The Ranger Leader's room is no different to the others as all men are brothers within the Barracks. When in the field, it may be quite a different story.

The Storage Shed

The storage shed is slightly smaller than the Barracks and is full of weapons, hunting gear, supplies and odd trinkets which the Rangers have picked up over the past 1000 years. It stands directly east of the Barracks, the two buildings side by side.

One particularly interesting area of the shed is at the very back where the most unique and interesting weapons are kept. These items are the individual trademarks of past Rangers. A sword with a long curved blade from the north, slim jewelled daggers from the south, a 2 and a half foot axe with a huge double-bitted blade, short spears from somewhere in the east, a 6 foot long broadsword with a cross tee hilt... the list is endless. These weapons are taken down only for cleaning and sharpening, hung at the back door in honour of those great Rangers who lived and fought in past times.

The Archery Range

The range is little more than a number of targets arrayed at varying distances to the west of the Barracks.

The Training Ground

A wide area of beaten dirt just south of the Barracks marks the Rangers' Training Ground. It is surrounded by pells, 6 foot high wooden posts, wrapped in burlap to minimise wear and tear on both sword and sword arm. Students and veterans alike may practice stances and attacks, either individually against the pells or one-on-one in the centre of the Grounds or in a group.

The Marshland

To the west of the Barracks and the Archery Range, the land gradually becomes muddy wetlands with dense brush in which to hide. This area is often used for large scale training exercises. 

 

Riverwind's Folly

 

The Rangers' challenging obstacle course. It begins at a large wooden platform and ends back in the Stedding at the Lake. Owen holds the course record for fastest time to complete the course.

The Cave

South west of the marshes, one can find a few waterfalls and streams running down from the western reaches. One waterfall, the largest in the area, conceals a small crevasse. Inside, a long passage delves deep into the mountain and emerges in a large underground chamber. Torches are mounted all along the passage and round the chamber, driven into the solid rock face. This cave is where new Rangers are invested and it also offers a place of solitude for the Ranger Leader to escape to in times of need.

 

 

 


[Thanks go mainly to Whitewolf, James, Wolfsbane and Andular for their lovely, detailed descriptions of the Stedding and its environs within their RP's. Additional details have been gleaned from the Wolfkin RP threads still available to us. Yes, I trawled through them all. Minor changes were made to directions and distance following research on book canon to make the RP descriptions work realistically. ~Taymist/Rhya~]

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Advancement 

 

There are three stages to becoming a member of the Wolfkin; Wanderer, Wolfcub and Wolfbrother/Wolfsister. As a Wanderer, you are still new to the experience of your wolfish side and the strange urges that are called “The Howling”. You don’t know how to control it and you know even less about how it came to you. This is where you are when you are met by another member of the Wolfkin and taken back to the Stedding. You begin basic classes there and you progress to Wolfcub status. As a Wolfcub, you know what’s happening, but you’re still learning the basics to be able to control it. With training, you learn a little control over your Dreams and how to cope with The Howling. Once you establish this sort of control, you are considered a full Wolfbrother or Wolfsister, though you remain uncommitted to a course. 

On reaching this point, you will begin training to become a member of one of the four subdivisions within the Wolfkin; the Rangers, Watchers, Sages and Trackers. Each has their own requirements for their job within the Wolfkin but once you meet those and have gained the proper proficiency, you will then earn full status within those subdivisions along with all the ranks and privileges that come with it.

To progress, here is what you need to do:

Wanderer:
This is anyone new to the Wolfkin. There is no minimum Weapon Score (WS) or Dream Score (DS) to attain to become a Wanderer. This is the stage where you will begin role playing, meet the Wolfkin and come to the Stedding.

Wolfcub:
To become a Wolfcub you need to gain:
• WS of 3* (1 Pick Up/Sage Check, 1 Senses Lesson & 1 Weapons Lesson)
• DS of 4 (Dream Lessons 1 & 2)

Wolfbrother/ Wolfsister:
To become a full member you need to reach:
• WS of 6* (1 Senses Lesson, 1 Herb Lesson & 1 Weapons Lesson)
• DS of 8 (Dream Lessons 3 & 4)

(*In rare instances a WK might not be able to pick up a weapon. If this is the case, an appeal needs to be made to the RGL in writing, explaining why the character cannot learn to defend him or herself. Not liking a weapon does NOT qualify, though having experienced extreme trauma might. If you appeal and are granted the exception, your character will have to atttempt training, but fail and will not be allowed to leave the Stedding without protection from a capable fighter.)

 

 

Choosing Your Subdivision and Further Advancement


At this stage, you will choose which subdivision you would like to be part of. You will need to contact the ACL with your choice and she will pass it along to the Head of that subdivision where applicable. Once that is announced, you will be able to start your training for that subdivision. Of those, there are four:

Rangers – The Stedding’s protectors who learn the blade and its dance.
Sages – Our healers and wisdom who tend to us in all our needs.
Watchers – Our eyes and ears in the world, who travel the land to make sure we know what is happening in our isolated Stedding.
Trackers – Our meeters and greeters who bring in our lost Wanderers and who explore the world around us.

 

Ranger Head - Owen/WhiteWolf (PC)

Sage Head - Aislyn Brealos (NSW)

Watcher Head - Karoan Vear (NSW)

Tracker Head - Winifred "Fred" Baylies (NSW)

The training for each is as follows:

Rangers (Guardian)
• Reach min. WS of 8
• Reach min. DS of 8
• Way of the Warrior - This can take anywhere from 6-12 posts to complete depending on who is teaching it and how the player responds. The purpose of this lesson is to teach the Guardian how to remain calm and focused under the most extreme levels of stress.
• Fight Club -This lesson takes roughly 5-8 posts to complete and starts off with a Guardian learning how to fight “open handed”. Once this part of the lesson is completed the Guardian is shown the dubious “delights” of RiverWinds Folly. This is an assault course designed to test the physical stamina of a Guardian to the max.
• The Spring - This lesson is where the Guardian is taught the secret to the Rangers' fighting style and stamina. The Guardian is put through his/her paces with a variety of disciplines until they have mastered The Spring or The Void and can call on it at any time and use it at their bidding.
• An outline for Character Development must be submitted to the RGL and subdivision Head, detailing any RP's that will need to happen before the character is truly ready to take on the role of Ranger *See notes.

Sages (Apprentice)
• Reach Min. WS of 6
• Reach min. DS of 12
• Participate in two healing classes. One herb class is mandatory, but any other healing, be it tending someone who is sick, learning something more advanced, spending time with one of the Wanderers who needs help adjusting … anything that could be constituted as healing. (PC if possible. NPC with RGL approval only)
• An outline for Character Development must be submitted to the RGL and subdivision Head, detailing any RPs that will need to happen before the character is truly ready to take on the role of Sage *See notes.
• Their character needs to grow into the part over the period of their training.

Watchers (Scouts)
• Reach Min. WS of 8
• Reach min. DS of 10
• Must have gone with anyone of Watcher rank to pick up supplies or make contact with any person in the information network. (PC if possible. NPC with RGL approval only)
• An outline for Character Development must be submitted to the RGL and subdivision Head, detailing any RPs that will need to happen before the character is truly ready to take on the role of Watcher *See notes.

Trackers (Pathfinders)

N.B. You must be chosen by the wolves themselves for this subdivision.
• Reach Min. WS of 8
• Reach min. DS of 10
• Must have gone to foreign lands as a Pathfinder, be it to pick up a new wanderer or for other reasons.
• Mental: Your character has to resolve any inner problems they may have. Be it a fear of non-Wolfkin, fear of oneself, etc.
• An outline for Character Development must be submitted to the RGL and subdivision Head, detailing any RPs that will need to happen before the character is truly ready to take on the role of Tracker *See notes.

* Character Development can be anything the player deems needs to be addressed before the character is ready to take on the role they are assuming. If this is overcoming a fear, or learning a skill others would know and they don’t, that is fine. It’s a list of things you believe needs to be RP'd out before they can come to terms with their world and their place in it. There is no minimum to this and no right or wrong. Role plays can be solo or with other PC's with no minimum post requirement. The outline submitted will be binding though so think it out. Don’t be afraid to talk to the ACL to get ideas. We’re here to help you. And remember, character development is the fun stuff! It can be as simple as learning to swim, or overcoming a fear of spiders! Have fun with it!

 

 

Special Abilities

 

The Wolfkin RO  Group has Talent slots for Sniffing. They don't need any Dreamwalking Talents as it's a natural ability for ALL Wolfkin.

 

All Wolfkin also have heightened senses. Their hearing, sight, touch and sense of smell are all predator level as befits their relationship with the wolves.

 

The Wolfkin can "talk" with the wolves using mind speech. This happens, as mentioned in the bio guidelines, in the form of mental imagery which it takes use and practice to become proficient in understanding/interpreting. You can only speak to any wolf if they allow it.

 

It's the height of bad etiquette to "speak" to another Wolfkin's wolf companion. Not all Wolfkin have a wolf companion. That's entirely your choice for your character.

 

 

Dreams & Training

 

While the Wolfkin are gifted with enhanced senses and the ability to communicate with Wolves through images, there is yet another gift they possess that can be harnessed with the right training. Although the ability to reach the World of Dreams, or Tel’aran’rhiod, is rare for most people, it has become apparent that any Wolfkin has the ability to reach it. As such, it is simply called the Wolf Dream and not only are Wolfkin there, but Wolves themselves may be found there.

Indeed, most people make contact with Wolves through their dreams before they even realise what they are. Dreams of running with them, bringing down prey, being part of the Pack; it is often here where the Wolf aspect of a Wolfkin comes to the fore unconsciously. Hence why the training is so important, not only so that a Wolfkin may achieve a certain mastery in the World of Dreams, but because it is key to embracing the wolf aspect as part of themselves and to becoming a true Wolfkin before they succumb to that aspect and lose their humanity altogether.

The Wolf Dream ability for Wolfkin is measured by a simple ranking Dream Score (DS) from 0-20 similar to WS. Points are earned by being a student in the different classes (as well as the special provision for Sages). When these lessons are completed they should be reported (with a link to the lesson) at the Training Grounds so records can be modified accordingly. Below are the series of lessons that are required of Wolfkin as well as ones they may later take to improve their ability.


Wolf Dream Training

Lesson One: This should be about basic control. Show them what can happen in the dream if they let random thoughts wander. How those thoughts can come alive and cause real damage, in and out of the dream. After showing them about control have them practice this control by manipulating their environment. Required to be promoted to Wolfcub! Worth 2 points

Lesson Two: Be able to alter clothing and other objects in the Wolf Dream with greater skill and less concentration. Be able to summon clothing and weapons for use in the Dream without constant concentration on the object. Required to be promoted to Wolfcub! Worth 2 Points

N.B. Lessons One and Two can be posted in the same thread, as two separate lessons, and credit will be given per completed lesson. That means if you complete Lesson One, but drop out of the thread during Lesson Two and don’t complete it, you will only be given credit for Lesson One, NOT for Lesson Two.

Lesson Three: This should be about stepping. Teaching them to be able to step from one place to the next in the dream by knowledge of the place or by need to be there. Problems of arriving in a place they are strongly connected to can happen, for instance, a place of great torment from their Howling. Once they learn to step this becomes a danger so they must learn control first. After this lesson they can enter the dream on their own but must remain cautious at all times. They are in no way a Novice in the dream but can take this new freedom to practice and become better. Required to be promoted to Wolfbrother/sister! Worth 2 points

Lesson Four: Next is learning to search based on need. You will need to have them search for you and see if they can find you. Lead them on a merry chase, staying one step ahead of them. Required to be promoted to Wolfbrother/sister!Worth 2 points

N.B. Again, Lessons Three and Four can be taught in the same thread as different lessons. Credit is given per lesson completed.

 


Sage and Optional Training

Lesson Five: Communicate through the Dream and learn to contact others. Able to speak into others' dreams and learn to distinguish them from normal dreams. Required for Watchers! Worth 1 point

Lesson Six: Learn to alter Self and to alter others in the Wolf Dream. Worth 1 point

Lesson Seven: Learn to alter surrounding areas. Worth 1 point

Lesson Eight: Learn to follow another person Stepping across the Wolf Dream. Worth 1 point

Lesson Nine: Learn to control self and surroundings in a limited area (small flying, floating, levitating objects ability). Worth 1 point

Each class taught is worth 1 point until max points are achieved (14 for everyone, 18 for Sages).

Sages can opt to start an RP that involves the Sages and promotes the Sages for 3 points.

The most points you can get just by going through all of the classes and not teaching anything is only 13. You would need to teach at least one class in addition to taking all of the other classes to get a 14.

Everyone who has taken a class can teach it. Mentors will get credit for teaching these classes to the max point level (14).

 

 

 

Blades and Bows

While not all Wolfkin are warriors, all who have been taken into the Stedding have been given at least some form of instruction in self defence. Those who have taken their studies further, in particular the Rangers, number amongst them some particularly fine warriors who would be the equal of those from other lands. Some indeed would be recognised as Blademasters but that's a thing we leave to the Warders RP Group here at DM. Bowmanship is also emphasised, not only as a weapon but as a tool for hunting.

The training structure for Wolfkin is fairly loose. All Weapon Score increases come from training, but there are no set classes. This means that all training can be tailored to the specific character; what they already know, what weapons they wish to learn, etc. A training thread requires a person to play the role of a student and another to play as the teacher, and both may benefit their characters' Weapon Scores.

If you are a Student: Each thread for training you do counts for a Weapon Score raise. This applies as long as the thread shows the student learning something new and improving from it as a result. There are no minimum post requirements, no one particular skill you 'must' learn, as long as you learn something then it counts. Having said that, two posts don't cut it, be sure to have a decent go at it and develop it.

If you are a Teacher: Not only does the thread have to be decent, but the student's WS in relation to your own is important. If the student is within 3 WS points of your score, then you teach one class and you are raised a point. If someone is within 5 WS points, then you must teach them twice, or teach two people in that range once in order to be raised a point. If it is within 7 WS points, you must teach three or teach a person three times to be raised a point.


All training has to be reported on the Training Grounds Board that can be found HERE.

 

 

Examples/Ideas For Training

Let's assume that you have little to no weapons/fighting experience, here are some possible scenarios:

- Picking and learning how to hold a weapon, basic slashes and thrusts and the like.
- Learning how to throw a punch or lash out with a kick.
- Learning how to block and parry attacks.

The above would most likely be done as drills to hammer the basic movements into a new person. Having said that, if there is a different way of doing it (constant sparring for example), that can work just as well. Training that also makes you fitter, stronger (running, swimming, weights with rocks or whatever else) also could count.

But, lets say you are a fair bit more skilled now, what else could you do?

- Take up a new weapon.
- Focus more on the intricacies particular to your weapon. For a sword you might start learning forms, for an axe you may start paying more attention to how you use the momentum of your swings and change them midstroke.
- You may decide to train a skill to complement your current knowledge. For example, if you use a sword, perhaps learn how to use a parrying dagger with it. Or to mingle hand to hand blows with using a weapon.
- Learn how to take on a couple of opponents at once in order to hold your own.

Lastly, if you're becoming quite skilled, around the level of a Blademaster and beyond, what sort of things could you do?

- Focus your training on facing multiple opponents, learn how to position yourself best against them.
- Finetune the control of your technique and ability, perhaps adapting your learning to your character specifically. So if you're a smaller and lighter fighter, perhaps you focus on more acrobatic elements. If you're much larger, you focus more on using your strength to overwhelm an opponent, etc. Something that personalises your fighting.
- Higher order skills. Advanced parries, disarms, killing blows, etc.

These are by no means the limits, but hopefully they do give you ideas for things you could do with your character in order to better their Weapon Skill.

 

 

Weapons Scores for the Wolfkin

Wolfkin Ranks

Wanderer
Wolfcub
Wolfbrother

Watchers
Scout
Watcher

Sages
Apprentice
Sage

Rangers
Guardian
Ranger

 

Trackers
Seekers
Tracker

1st Level
1
2
3
4
5
Second Level
6
7
8
9
10
Third Level
11
12
13
14
15
Fourth Level
16
17
18
19
20

First level is for the Wanderers only.

Second level up to 8 is for the Wolfcubs. 8-10 is for the Wolfbrothers/sisters and starting point for Guardians, Scouts and Sages.

Third level up to 12 is for Watchers and up to 13 is for the Trackers, Watchers and entry Level for the Rangers. 14-15 is for a Ranger who can use either the Void or the Spring. Ones who have just learnt these disciplines.

Fourth Level 16-17 is for experienced Rangers and Elders of the Kin who have been through all the weapons courses that the Rangers have done. 18-20 is for the Deputy Ranger and Ranger Leader only, anyone else will have to come up with a good case as to why they should be in that WS range.

Subdivision leaders are special cases and would in the case of Trackers and Watchers have higher scores than normal Trackers or Watchers indicating their extra training. The Sage Leader would not necessarily be in the same class because of their extensive training in the dream.

 

 

General Weapon Score System

This should give you an outline on the idea behind WS. There is no limit on what people attain in WS, except those that are listed in the Weapons Score for the Wolfkin, at the bottom of this post.

Weaponskill

-Weaponskill (WS) is a primary career path of Armsman, pseudo-Armsman, and Aiel.
-Skill in a weapon is measured on a 20-point scale. Characters may have skill in several weapons, subject to Group/Guild limits.
-WS ranges from 0 (no skill) to 20 (complete mastery) and is split into four 'tiers'.

Basic Tier
This encompasses beginning skill levels, from no skill to enough skill to protect self from simple threats.

0. No Skill
1. Simple Self-defense

Regular Tier
This is the range of skill levels for most military professionals. It ranges from those able to defend themselves in single melee combat to those who are able to attack and defeat others.

6. Beginning Soldier
7. Soldier
8. Seasoned Soldier

Advanced Tier
This is the range of skill levels for those who have extensive military experience/training. Most elite soldiers (officers, special forces) fall in this bracket. Characters at this level are able to combat multiple foes of lesser skill with little difficulty.

11. Veteran Soldier
12. Elite Guard
13. Honour Guard

Master Tier
These skill levels are rare, and represent those who are close to complete mastery of their weapon, enabling them to defeat multiple opponents of lower skill with ease.

16. Pathmaster
17. Weaponmaster
18. Legend

Melee Weapon Guidelines

'Basic' WS tier is for those who are still learning basic use of a weapon. It starts at Level 0, which represents no skill, and rises to Level 5, which confers enough skill to defend yourself from simple attacks. Not everyone will start at 0 in every weapon. Most people will have 1-3 in Unarmed since most people are capable of throwing simple punches, if it makes sense for their character.

'Regular' WS Tier is generally for those who are capable of defending themselves in one-on-one combat with an average Westland army soldier of similar skill. A WS Level of 8 in a weapon makes you the equivalent of a typical army soldier.

'Advanced' WS Tier is for those who have had extensive training and/or experience with their weapon. They can typically hold off more than one Regular with little trouble. Rising to WS 13 makes you the equivalent of a typical elite unit member (think the Red Hand soldiers who acted as personal bodyguards to King Aemon).

'Master' WS Tier is for those for whom a weapon is not a tool, but an uninterrupted extension of their body. Masters can typically hold off more than one Advanced fighter, fight their way out of a circle of Regular fighters with ease, and completely decimate a circle of Basic fighters without breaking stride. Rising to WS 18 makes you a master of your chosen weapon, with higher ranks representing advanced mastery.

Ranged Weapon Guidelines

A WS of 0 means you have the skill of someone who has picked up the weapon for the first time, and might be able to hit a target a few feet away if you are lucky.

 

When you reach WS 5 you will be able to make semi-accurate shots at stationary targets at half the effective range of your weapon.


When you reach a WS 8 you can accurately hit a stationary human-sized target at the maximum effective range of your weapon.

 

When you reach 10, you can hit the same target when it is moving slowly at a constant speed.


A WS of 13 allows you to accurately hit a human-sized target moving at an irregular or high velocity, at the maximum effective range of your weapon. You are also able to make indirect shots at stationary targets if you are using a weapon capable of such shots. (An indirect shot is where the projectile is launched at an angle greater than 45 degrees)

When you reach WS 15 you will be capable of more effective indirect shots, with the ability to use them against moving targets, and your accuracy with normal shots will improve, allowing you to hit specific body parts of a human-sized target moving at a high/irregular velocity.

A WS of 18 makes you a master of ranged attack, and you can hit targets with pinpoint accuracy at the maximum effective range of your weapon if they are stationary. You can also make indirect shots against such targets and hit a specific body part.


When you reach Level 20 (Legend) you will be capable of unerring accuracy against any target up to the maximum effective range of your weapon, being able to make a succession of shots that hit the exact same location, and of making indirect shots (if your weapon allows them) with almost the same amount of accuracy.

Weapons and Classes

Bows
· Long Bow
· Short Bow/Horse Bow
· Others
Crossbows
· Heavy Crossbow
· Light Crossbow
· Hand Crossbow
· Others
Crushing
· Club
· Mace
· Hammer
· Morningstar
· Flail
· Others
Missile
· Sling
· Dart
· Shuriken
· Others
Polearms
· Staff
· Spear
· Halberd
· Others
Light Swords
· Knife
· Short Sword
· Rapier
· Others
Heavy Swords
· Long Sword
· Bastard Sword
· Greatsword (2-handed)
· Others
Classless
· Aiel Spear [DL]
· Whip
· Unarmed [DL]
· Dual-weapon [DL]
· Others

Weapon Slots

Each character has a certain number of weapon slots. Each slot represents a single weapon.
All weapon slots must be filled with specific weapons. You must choose a specific sword to be skilled in, for example, not just be skilled in all swords.

However, you can pick up and use a weapon of the same class and use it at a lower WS. For example, if you are skilled with a scimitar you can pick up and use a longsword... but you can't use it with as much skill as the scimitar. This is because it makes sense for you to have some skill in a weapon similar to your own, but not quite as much. [DL]
Dual-weapon styles are a special type of weapon slot which allows a character to wield two weapons simultaneously with no penalty. For information on these, contact the ACL.

You can also specialise in a single class, if you want to. For example, a sword trainer would be good with most swords, not just one. Contact your Division Leader if you are interested in this. [DL]
All characters get an inherent ability in Unarmed combat, as mentioned earlier. In most cases, this means you can throw a few punches, and that's it. If you have Unarmed as a weapon though, you can have a higher skill, just as with a normal weapon. [DL]

Disputes

In all disputes over combat outcome between two characters, the following rules apply:

1) The characters attempt to come to an agreement. If this fails, they contact their ACL (or appointed representative).

2) If both characters are in the same Group or Guild, the ACL (or app. rep) negotiates/decides the outcome.

3) If the characters are in different Groups or Guilds, the ACL's (or app. reps) negotiate an outcome.

4) If this fails, the official rules (this document) will be consulted to determine the exact WS of the combatants, and any external factors (occupation, injury, sensory status etc.) will be noted. If one combatant is clearly superior to the other, that one wins. If both are equal or unknown (after external factors are included) then the result is determined at random. [DL]

Conflicts of Interest

Where an ACL feels there is a conflict of interest, they can contact the RCL for assistance if they wish.

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