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Post by Cheshire on Nov 30, 2020 3:23:46 GMT
The Au'Dar respect is earned, never given Total: 10 | Male: 6 | Female: 4
The Au'Dar give no quarter to outsiders. Viewing all outsiders as hostile, they are loath to open their borders to any outside of their own pack. Little is known about them as they despise sharing information with foreigners. Keeping to themselves in their forest home, they are quick to chase away any wolves that trek too close to the border. What is known is that all Au'Dar wolves that are of age travel with an animal companion by their side at all times. They refer to these companions as their tafa. The tafa are cherished by the Au'Dar wolves above all else. Any harm done to them is sure to turn the pack into one's enemy. CenturionAkala Table of Contents
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Post by Cheshire on Dec 2, 2020 22:44:35 GMT
Rankings Total: 10 | Male: 5 | Female: 5 Elders: 0 | Adults: 9 | Pups and Yearlings: 1
Avant Garde and Garde all have trades along with their rank. Possible trades being warrior, hunter, gatherer, shepherd, and healer. Depending on their trade, they answer to either the Optio or the Anima. Royalty
CENTURION The pack's sole leader. They are to put the pack first and foremost. The rank is a hereditary and passed down through the bloodline. It is typically passed down to the heir that shows the greatest ability. Pack history states that the Royal Family is the descendant of Marklov, the first wolf to form a bond with a tafa and founder of the pack. They stand as witnesses to challenges and trials and are the final word on a pup's mentor and trade. Their first job will always be to keep the peace in the pack and protect the tafa. - CENTURION: Akala | tafa: Arzonoth - Himalayan Vulture
High Ranks
OPTIO The second in command in the pack. They lead the Warrior and Hunter trades. The Optio holds equal power with the Anima and act as an adviser to the Centurion. They have great sway over whether or not a pup will apprentice as a Hunter or Warrior. They are often the most capable wolf among the Warriors and Hunters. - OPTIO: available
ANIMA The pack's seer, they have the closest bond withe the tafa, both claimed and unclaimed. They are consulted on all matters regarding the tafa and have control over the Shepherd, Gatherer, and Healer trades. Only the Anima and the Shepherds are allowed inside the Citadel. They act as an adviser to the Centurion. - ANIMA: Silver | tafa: Wynd - American Badger
AVANT GARDE The best of their trade. Avant Garde have control over their respective trade. They are some of the pack's most respected wolves and answer to either the Optio or the Anima depending on their trade. They are closely consulted with when it comes time to decide the details on a pup's apprenticeship. - WARRIOR | Available
HUNTER | Nuala | tafa: Fion - American Marten (X: missing)
GATHERER | Available
SHEPHERD | Available
HEALER | Available
Mid Ranks
GARDE Garde are the majority of the pack. Apprentices who have completed their apprenticeship become a Garde. They are all specialized in a specific trade and answer to their respective Avant Garde. Warrior and Hunter are most common. Shepherds are smallest in number. - WARRIOR Jet | tafa: Loki - Giant River Otter Onyx | tafa: Jasper - Golden Eagle Wamika | tafa: Poe - Raven open HUNTER Neru | tafa: Jinx - Mink GATHERER open SHEPHERD Leocadio | tafa: Iro - Many-horned Adder Naveen | tafa: Rapheal - Hummingbird open HEALER open
APPRENTICE Wolves one to two years of age training in their respective trade. They do not have a tafa. They are in training to becomes a Garde and gain their tafa. The apprenticeship lasts one year. After its completion, apprentices rank up to Garde. -
open
Low Ranks
Dista The most abhorred wolves in the pack. They are wolves older than two years of age who have lost their tafa due to anything but old age or the Voyage. A wolf only ever bonds with one tafa in their entire lifetime. To lose it is the greatest of sins. They are deeply hated by the entire pack and are not even considered true wolves. It is not uncommon for them to be treated as the lowest of low. - open
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Post by Cheshire on Dec 2, 2020 22:45:12 GMT
Trades Warriors
One of the most numerous trades, Warriors defend the pack. They protect the pack from danger and patrol the border. The Au'Dar, being a distrustful pack, have heavily guarded borders. Often times, a warrior's tafa can be found watching the boundary even if their partner can't be seen anywhere close. They often are the wolves who have the best teamwork with their tafa. Warriors are tasked with meting out punishments as needed.
Hunters
The second most numerous trade, they provide the pack with food and keep track of the herds. They are trained as trackers and so are often asked to help Warriors catch any wolves that cross the border. The food they gather is not just for the pack but also for the tafa.
Gatherers
Gatherers tend the Garden. They harvest the plants grown there to provide food for the tafa. Gatherers also grow and supply some of the rarer herbs needed by the Healers. The third most numerous trades, they defend the Garden and keep a careful eye on the plants. Should any of it be lost and the stores lacking, the tafa would not survive the winter and that would be a fate most grievous for the pack. It is an important task despite lacking the extravagance of others.
Shepherds
Shepherds tend to and protect the tafa. They raise baby tafa to adulthood and prepare them for a bond. Along with caring for the young tafa, they must also find and capture new tafa, sometimes from outside the territory. They, along with the Warriors, protect the Citadel. The least numerous trade, they are few in number due to the bond required of them. Shepherds must have a good bond with not just their tafa but also the unclaimed tafa in the Citadel. As their duty is to care for and tend to them, they have to be able to work closely with the unclaimed tafa. Should they lack a good compatibility with the tafa, they will not be able to work with them. Few are able to achieve this and those that are able to are highly respected. Shepherds are the ones most likely to achieve the rank of Anima.
Healers
Healers tend and care for the wounded members of the pack. They care for the ill and injured and help mothers throughout pregnancy and birth. Gatherers will grow and supply them with some of the herbs they need but most times, they must find these herbs themselves along with other medical supplies. They are the second least numerous trade and require some of the longest training. Due to the large amount of information that a Healer needs to know to adequately do their job, it is a difficult trade that is respected by the pack.
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Post by Cheshire on Dec 2, 2020 22:45:34 GMT
Ranking Up
Ranking up is done through challenges and apprenticeships. Upon completing their apprenticeship, apprentices rank up to their respective Garde. For Garde to become Avant Garde, they must first demonstrate great skill or achieve a great feat. By doing so, they gain the right to challenge their respective Avant Garde. The challenge will differ depending on what Avant Garde they are challenging. The same is said for obtaining the rank of Optio or Anima. An Avant Garde must first achieve a great feat before they gain the right to challenge. The challenge differs depending on whether the challenge is for the Optio or Anima rank.
The rank of Centurion is not one that can be challenged for. It is a hereditary rank and will be passed down the bloodline to the designated heir of the Centurion.
The Anima has the ability to deem certain wolves Navios. Navios are wolves that are recognized by the Anima for having a gift with tafa. They receive special training from the Anima to be their successor. Wolves can only be declared Navios if they are Garde rank or higher and can be declared Navios at any time. More than one Navio may be declared at a time.
Mentoring and Apprenticing Preparations for a pup's training begins early. As soon as they are born, the pup is observed by everyone around them without their knowledge. The observations are used to determine what the best trade for the pup will be and who would be best suited to be their Mentor. In the month before the pup turns a year old, the Centurion and the high ranks begin deliberating on what trade the pup will train for and who their mentor will be. While Avant Garde may have apprentices, it happens very rarely and only if the pup shows great promise. The Optio, Anima, and Centurion may not take apprentices.
When a pup turns a year old, they will be told their trade and meet their mentor. They will spend at least a month of their training in general classes with other apprentices around the same age. Depending on their trade, they will spend more or less time in generals. If they are a healer, they will start their individualized training after one month of generals. Shepherds and Gatherers will start their individualized training after a month and a half of generals. Warriors and Hunters will start their individualized training at two months of generals.
The apprenticeship will end after one year. The Coming-of-Age Ceremony is than held with other apprentices around the same age that have completed their apprenticeship at the Citadel. The Ceremony begins with the Centurion announcing the name, trade, and mentor of all apprentices who have completed their apprenticeship. The apprentices's Mentors will than declare their support for their apprentice becoming a Garde along with any other comments they may have. The mentor may detail some great feat the apprentice achieved or speak of how the apprentice has grown among other things. Afterwards, the Centurion will ask the apprentices to take the first half of Marklov's Pledge to protect their pack.
Upon their agreement, the Anima will than speak of the proceedings and explain what they are to do in the Citadel. Apprentices will be told too cross the border one at a time. Though they have unlimited time to find their tafa, they must return as soon as they have found it and left a mark on the central tree. No one else will be in the Citadel and no one will be watching. They are given as much time as they need to explore the Citadel and find their tafa. Some wolves take hours while others will take a few minutes. It all depends on the wolf.
After the tafa is found, the apprentice is to make their way to the center of the Citadel where a large tree can be found marked with the claws of hundreds of past wolves. There, they will scratch two vertical marks into the wood, signifying them and their tafa and their bond they have forged. When the wolf or the tafa die, a single diagonal mark will be placed over their mark signifying a bond lost. A dista is marked with two diagonal marks scored over the two vertical. Once the scoring is completed, the apprentice is to leave the Citadel to allow for the next to enter.
Once everyone has completed the task, the Anima will ask the apprentices to take the second half of Marklov's Pledge to protect their tafa. The Centurion will than say a few words and grant the apprentices the rank of Garde signifying the end of the Ceremony.
Challenging The task for challenging an Avant Garde is listed below;
Warrior Avant Garde: Trial by Combat - One-on-One battle. Victory is obtained when the opposing wolf surrenders or is rendered unable to fight
Hunter Avant Garde: Hunting Quest - The competitor who brings back the largest prey within three hours is the victor
Gatherer Avant Garde: Knowledge Test - Competitors are given a plant. They are to describe how to care for it and what are the ideal conditions for it
Shepherd Avant Garde: Hunting Quest - The competitor who obtains the most tafa in two hours is the victor
Healer Avant Garde: Knowledge Test - Competitors are given the symptoms of an illness. They must identify the illness or injury and obtain the necessary items to heal the illness or injury
The task for Optio and Anima are more extensive. They are listed below;
Optio - War Games The competitors will each choose five wolves from any of the active Hunter and Warrior Garde.
After the groups are chosen, the competitors will be given either the northern part of the territory or the southern part. A border is set in the middle and the two groups have three hours to scout, plan, and set a home base. Once the time is up, the war games begin.
The objective of the war games is either to capture the enemy home base or knock out or capture all of the opposing team. Whoever accomplishes one of the victory conditions is the winner.
The Avant Garde that isn't challenging (Warrior or Hunter) along with the Centurion and Anima will act as referee and mediator. The Healer and Shepherd Avant Garde and Garde will be on site to assist as medics. All wolves have the duty to watch for any foul play and cheating.
Anima - Seek Eleven wolves will be hiding in the Citadel in a contest between the Anima and one challenger. For each additional challenger, five additional wolves will be hidden in the Citadel. They will be constantly moving about. The job of the competitors are to find the eleven wolves with the help of the Citadel's tafa. If they fail to obtain the help of the Citadel's tafa than, even if they find the most wolves, they will lose. The goal of the challenge is more than anything to prove one's bond with the all tafa.
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Post by Cheshire on Dec 2, 2020 22:46:12 GMT
Tafas
Tafa are unique to the Au'Dar. They are companions that they bond strongly with. Most any animal can be a tafa with the exception of canines, wild cats, large predators, and large herbivores. Tafas are an Au'Dar's lifelong partner and companion. Received when an apprentice completes their apprenticeship, they remain with their chosen wolf for the entirety of their life. Fighting with them, working with them, and living with them. To lose one's tafa is the height of folly.
Possible Tafas
There are many possible types of tafa. Some are rarer than others. Listed below by rarity are the possible tafas. This is a working list. It does not encompass all possible tafas. If you are unsure whether or not a tafa you want is possible, contact Cheshire . Unique tafas are currently unavailable. If there end up being too many rare tafas, a temporary ban will be placed on them. Common
Most wolves have a common tafa. They are tafa that are abundantly found and easy to care for. Songbirds Small Snakes Frogs Toads Squirrels Chipmunks Rodents Opossums Rabbits Hares Guinea Pigs Skunks WeaselsUncommonSome wolves have uncommon tafa. They are more selective when choosing their wolves. Hedgehogs Ferrets Small Lizards Parrots Chinchillas Groundhogs Turtles Pine Marten Mink Fisher Corvids (crows, ravens, etc.)
RareVery few wolves have rare tafas. They are very difficult to tame and tend to very choosy when selecting their wolf. Badgers Birds of Prey Large Snakes Large Lizards Raccoons Fish Otters PorcupinesUniqueUnique tafa are once in a lifetime. Extremely difficult to find and tame, it is said that wolves destined for great things will have a unique tafa. Many of the pack's greatest leaders and heroes had unique tafa and most times, unique tafa are gained before an apprentice completes their apprenticeship. Beavers Armadillos Coatimundi
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Post by Cheshire on Dec 2, 2020 22:48:19 GMT
Specialties
Prey
Prey unique to the Au'Dar territory include boars, gazelle, deer, and pigs. They usually have an abundance of prey but only get as much meat as they need. They only ever gather more than they need when the Three Packs Meeting comes up. Knowing the Vertok know how to create hides, they will sometimes hunt larger prey to bring to the Meeting for the Vertok to skin.
Due to the nature of their tafa, the Au'Dar do not usually consume rabbits, squirrels, or other animals that may be tafa. When they hunt, they only hunt larger prey that cannot become tafa.
Rare Plants The Garden that the pack has allows them to grow rare plants not found or hard to find in all territories as long as they have enough seeds to be able to figure out how to grow the plant. The other packs are unaware of the Garden, and the Au'Dar like to keep it that way. They do not wish for the other packs to learn about the existence of the Garden as it is vital to many of their tafas's survival. Thus, if they bring rare plants to the Three Packs Meeting, it is in small numbers and irregularly enough that they can assure that the Garden's existence isn't found out. They only bring rare plants that can be found in their territory. Because of this, Gatherers rarely ever go to the Three Packs Meeting and if they do, they do so under a different trade.
Events
The Voyage Late Winter/Early Spring
The Voyage occurs in late winter and early spring when the snow is melting and the flowers are returning. It lasts for one week and consists of the tafa leaving the pack. Every last tafa from the bonded to the unbonded leave the territory. They head west past all the territories and supposedly head to either the Altar or Resting Place of the Gods depending on who you ask. Most of the tafa that leave come back but some do not. Whether they are lost on the journey or purposely chose not to return is unknown. Wolves that lose their tafa this way are looked on with pity but not scorn for it is out of their control. There is only one law in regards to the Voyage and that is it is forbidden to follow them. Where they go is a place no wolf may enter.
It is customary to gift one's tafa with a bundle of a wolf's own fur for the voyage. So that a part of the wolf will always be with their tafa no matter the distance between them. Wolves may also gift their tafa with another object. Depending on what is given, a different wish is conveyed. A feather is given in hopes for a swift journey. A herb for good health. An antler to protect from danger or a clover for good luck.
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Post by Cheshire on Dec 2, 2020 22:48:42 GMT
Beliefs
The Au'Dar believe in four major Gods that rule the four seasons and the four elements along with several minor gods and spirits. Natural disasters such as fires, storms, or earthquakes are the Gods showing their displeasure. Each god has animals that act as its messengers. It is believed that the tafa are the Gods's guides sent to the wolves to help them. It is said that if a pup is born during a certain season, they are more likely to have a tafa that represents that season's God. Various practices are done throughout the year to honor the gods.
The summer and the element of fire are ruled by Zarmir. His messengers are reptiles. In the summer, when a buck is killed, a piece of its horn is broken off and dedicated to Zarmir. He is said to be a lover of combat and thus enjoys a show of strength.
The fall and the element of the earth is ruled by Uliura. Her messengers are rodents. In the fall, a day of silence is practiced when the trees begin to bare to mourn with Uliura the loss of life. Uliura is said to be a gentle goddess who cares deeply for those under her charge.
The winter and the element of water is ruled by Lakior. His messengers are amphibians. In the winter, a portion of the first hunt is dedicated to Lakior in hopes that the rest of the Winter will bear the same fruit. Lakior is said to be a fickle god who's mood turns quickly.
The spring and the element of air is ruled by Ansha. Her messengers are birds. In the spring, pups one year of age and younger are given the first bloomed flowers of the season and celebrated. Ansha is said to care deeply for children and so rather than honor her, it is said that she will be more pleased if the children are honored in her place.
These beliefs and practices are no longer as relevant and prevalent as they have been. Some in the pack practice them but not all. The Royal Family, the Anima, and many of the Shepherds do practice them.
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Post by Cheshire on Dec 2, 2020 22:49:02 GMT
The Justice System
If a wolf is accused of a crime, their tafa is taken from them and the wolf is imprisoned without the right to see their tafa for twenty-four hours. During this time, the details of the crime and the accusation are heard by the Centurion, Optio, and Anima. After hearing the details, the three discuss the crime and whether or not they believe the accused is guilty or not. After the twenty-four hours, the accused and their tafa are brought to separate ends of a clearing. The accused is not allowed to interact with or call to their tafa in anyway. The tafa is released and if it returns to the accused willingly then the accused is deemed innocent regardless of whether or not they are truly guilty. If the tafa does not return to the accused willingly then they are deemed guilty regardless of whether or not they actually committed the crime.
If the accused is deemed innocent by their tafa but actually committed the crime than their crime is noted but they will not be punished in anyway. If the accused is found guilty than they are exiled from the pack for life regardless of the severity of their crime. Their tafa does not go with them and most times, it is unable to bond with another wolf again and either perishes or spends the rest of its life alone.
The hearing and the discussion between the Centurion, Anima, and Optio is solely to determine if the wolf actually committed the crime or not. Nothing comes of it. The tafa's scales are all that determine guilt from innocence and whether or not it is acted upon.
The system was born from the idea that the tafa would never bond with someone that has committed a crime and so would forsake anyone that does.
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Post by Cheshire on Jul 20, 2021 19:57:37 GMT
History
The Au'Dar were not always the way they are now. At one point in time, their borders were just as open as any other and outsiders were to join their pack as long as they could bond with a tafa. A series of events shattered the trust the Au'Dar had for outsiders. As a result, they have closed their borders since. It all began with the Poisoner and ends with the New Legionaries.
The Poisoner: Years 749 - 757
The Poisoner of the Sanzin actually was a former member of the Au'Dar with a tafa in the form of a cobra. As a member of the Au'Dar, she had had a mate, one she loved dearly. That mate was murdered by one of the Au'Dar's own. That wolf had loved the Poisoner and resented her mate. Once they were caught, the murderer was brought to trail. Since their tafa returned to them, the murderer was let go without any charges. The Poisoner was furious. She wanted to revenge for the death of her mate, but the pack would not move. So she left. She left with plans to destroy the Au'Dar who had betrayed her. The Sanzin were the easiest pack to take over and so she did. In that pack, she became known as the Poisoner. Any that opposed her she killed. Her usual method was poison obtained from her tafa. The Au'Dar kept a weary eye on her. Should she chose to attack, they would have no choice but to take her out. The attack never happened. Likely thanks to her tafa, the Poisoner never once lifted a paw against her former pack. She simply chose to live ruling over the Sanzin. But her mental state was dwindling. Surrounded by wolves she saw as enemies with not a single ally and having to hide her tafa, she began to become more and more unstable. It all came to a head when she took the life of a pup in a blind rage. Her tafa left her after the event. With the last of her support gone, the Poisoner no longer had a foothold anymore. She began to spiral into insanity. Eight years after she left the pack, her former Au'Dar packmates returned to bring her home. She knew what they were there for as soon as they appeared, her tafa with them. Her tafa dealt the killing blow to her. The poison she had used to kill so many others took her life. The Au'Dar were ashamed of the actions of one of their own even if they had already left the pack. While they did not close their borders, they did become more secluded in their forest, leaving it far less often.
Broken Faith: Year 763
As the Au'Dar watched the valley from their home in the forest, they saw the Sanzin fall into depravity and the Vertok splinter. They saw the darkness of the other packs and some among the pack wondered if they should close their borders for good before something happened. For the moment, they remained open but refused to allow outsiders to join unsure of their origins or their goals. Their borders would shut for good with the actions of the Vertok.
The Vertok attacked their center, the tafa's Citadel. They senselessly massacred tafa after tafa with no regard for their sanctity. The fury with which the Au'Dar retaliated was unlike any other. Almost all of the invading Vertok were killed and for days after, any wolf that approached their border whether knowingly or not, no matter who they were, were mercilessly killed one after another. At the next Three Packs Meeting, the Au'Dar threatened to leave the Meeting if the Vertok did not pay for their crime. They demanded that the wolves that had gotten away be handed to them so that they could be tried for their crimes. That, of course, meant killing them. The Vertok were against the idea considering how many of them had been killed by the Au'Dar when they attacked and not wanting anymore lives to be lost, offered prey or some other object instead. The Au'Dar refused to concede. It looked as if they would leave but, during a recess, one of the more levelheaded Au'Dar offered the idea that they remain in the Meeting so that they could keep an eye on their neighbors. The idea was approved and the Au'Dar remained settling for a payment of prey and herbs instead. On the last day of the Meeting, the Au'Dar announced they would be closing their borders. Never again would they let any wolf, friend or enemy, into their lands. Any attempts to do so would end in death for the intruder. It was with these final words that the Au'Dar closed their borders for good.
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