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G U I D E . B O O K
S E C T I O N . B :
C O N T E N T S
G U I D E . B O O K
G R O U P S
Explanation


Before we being with this one, we see that your computer screen may be stretched from the added contents page! To remedy this, if you look to the very left of your page, above the upper most box there are small arrows. Click them, the widgets will retract and give you more space. Press the Arrows again to make them reappear.
Now that that's out of the way...


A Character Group is a path chosen for them – like a social standing, and though this may change, it gives other members the chance to see where you wish to take your character, or where they are already; and, depending on their social standing, they can decide if they want to associate with your character or not.

The grouping chosen for them will normally coincide with their alignment and personality; if your character is solitary, then he/ she probably will not wish to be apart of a family environment; if they are a villainous type of character, then they would be suited to the Rogue grouping to wreak havoc upon the land.
Should they be solitary but enjoy protecting others, they would be well suited to the Warden Grouping; or perhaps they just prefer their own company, to which they can become a lone and stay that way if they wish.

On the other hand, perhaps they like to be apart of a family. In which case that opens up a whole new bucket of worms for you. Which kind of family would they fit into? Would they fit into a family that already exists or would you develop and create one for them?

Every character starts as a Lone, unless they have been accepted into another position in regards to a plot line, or birth right. A lone gives you the chance to decide later where to put them – like a blank canvas.

- But, as always, if there is a position you would like to have for your character that is not already an option of Hiraeth, please inform us and we will work with you to see it completed.
L O N E

A B O U T
A lone wolf has no entitlements to land or family. He can make friends and keep friends, but he is still unwelcome on pack lands. He cannot make claims to anything and must abide by rules set by those that own the land on which they walk or pay the price named by the leaders. The out lands are their home and they look out for only themself; should a lone choose to, they will name himself to a single family group and offer aid to them to gain entrance into their family to which point they are no longer a lone.
Everyone begins as a lone or becomes a lone at some point in their life; either by their own choice or no. Regardless, they are usually a wolf without direction.

There are many roads that the lone status has to offer; but more often than not, a lone strives to become a member of a family. They choose their group family carefully and glues them self to serve them until they are deemed accepted. If they so chooses to live their life solemnly, they must know that life can be dangerous. They must follow any laws when on claimed turf and watch closely for his predecessor - The Warden; or alternatively he must become that which he is made to fear; The Rogue.

R E Q U I R E M E N T S

There are no requirements to be met to become a lone. It will be automatically set to you when you join; unless you have evidence of acceptance elsewhere. Other wise, every one starts out as a lone and is up to them from there to find their own path.

B E N E F I T S

Freedom of individuality and actions; how ever, a caution must be taken - Every lone individual must consider the consequences of their actions or else they will not get very far in this world.

Many roads of opportunity to choose from. The Lone has nothing stopping them from becoming that which they strive to be. Be that a Warden, Rogue, Family member or something entirely different. In Hiraeth we are all for ideas and changing things up; if you happen to have plans for your character that we do not already cater for or want to create a completely new title for your character - Contact us and we will work with you to create it. Write your name in the History Pages of Hiraeth.

D R A W B A C K S

Being a lone, there is only enough reason to fend for yourself and only yourself. Friendships can be made, however be ever cautious as there is no guarantee they'll be your friend tomorrow.

A lone has no claim to land or entitlements.
If and when your character does make entitlements to land or person, they become a different thing entirely.

R E T A I N M E N T

There are no requirements that a lone must keep in order to retain the title of Lone. They must simply live as them self, for no other but their own.

D Y A D

A B O U T
A Dyad is but two, and in rare cases – three, characters that are inseparable. They may be two lovers, siblings, friends – anything; that is up to you to decide.
There can be two types of Dyads - Wanderers, and Stable.
Wanderers get their name by the way they live their life, by being travellers. Normally they earn a name for themselves doing as they will and may be known all over the land. Wandering Dyads may request to be a Rogue Dyad if they earn a villainous name for themselves; but as they are travellers, they cannot become Wardens. Not unless they settle down, in which case they will become a Stable Dyads.
Stable Dyads are those that hold entitlement to land, they hold a place to call home and do not travel much if at all. A stable Dyad may request a Warden position between them, or a Rogue position. They can be apart of a family, if they are still inseparable, then they may still be named as a Dyad.

G R A M M A R
R E Q U I R E M E N T S The only requirement for becoming a Dyad is to be a couple. You must share an extremely strong supernatural bond with the character in which you are coupled with. When your partner is in trouble, you are there to aid; when they call, you come.

B E N E F I T S
The Dyad is never alone. They always have each other to fall back on or call for help if needed. Being a Dyad means that you will share a supernatural bond with another, meaning that when you are hurt or injured, your partner will, more often than not, recognise this in themselves and come to your aid.
Dyads always share the same ideals and morals; though they may quarrel from time to time, it will always be sorted out quickly and efficiently because life just isn't the same without your partner in crime.

D R A W B A C K S
It can be hard to find alone time; Dyads are never far from each other and more often than not your thoughts are shared with your partner; how ever, some Dyads have been known to control this reflex through vicious and extensive training.

F A M I L Y

A B O U T
The Family drawn character is not truly anything if they are without their family. To feel love and protection is be apart of his family.
There are many types of family groups. A family usually becomes whole when characters of the same personality and ideals come together. It cannot be forced, but will fall together as if they were born together.
The character will normally know when they have found the right family when they fall in sync with those within; and more often than not hey will want to live for them and they will want only to die for them.
How ever, family groups do not need to be loving and caring. “Family Group” is only to distinguish a group of individuals that have come together for the same reason.

The Family character lives anything but a lonely life. They are normally never without comfort; a family character will look out for their kin, no matter the morals between them.

R E Q U I R E M E N T S
When choosing your favoured Family Group, you must adhere to the requirements listed by the instated Leaders as a rule of thumb. Also:
Create all the family fundamentals between your character and an aspiring Family, to create a bond between members.
When you are confident that your bond is tight enough, you may call forth the leader(s) of the potential Family to give a formal show of submitting yourself and asking acceptance.

B E N E F I T S
Once accepted, a Family drawn character will have all the traits sought from their chosen family. They are no longer alone.
They will find security here in many forms - If one of their own is sick or injured, their kin will care for them and nurse them to better health because they know the same would be done for them.

Protection in numbers. A Family drawn character knows that danger is around every corner, but they worry not, for they know they have the loyalty of their brethren behind them at every turn.

A wide of range of opportunities lies before the Family drawn character- Should they choose it. Many families have ranks in which a character must earn in order to move upward in the family with the prospect of one day leading the family unit.

D R A W B A C K S
Much like a Warden, there is a need of upkeep to stay within a family. While you have others to count on, you have to pull your own weight. Taking your turn to hunt, guard the the family base or patrol the borders.
The jobs within a Family Group are subjected to the family and are decided upon by the family leaders; as are the ranks.
The Family drawn character must follow the law of that which is set by their leader. They know that should they stray from their leaders guidance the consequences can be dire.
As a leader, or any that holds a rank within a family, there is always the prospect of another to challenge your rule. Yes, you are a family unit, but not everyone will agree with your ideals and there will be some that will contest against your will.

R O G U E

A B O U T
Any one can be a “ villainous character” but it takes a certain individual to earn the title of Rogue.

The Rogue is a volatile being whom lives for naught but them self and lives by the rule of their own; they get what they want by taking it because they believe everything is rightfully theirs for the taking.

They are unlike the Warden in which the way they live their life; theyh would help you for the favor you would return to them, not to win your favour.

Unlike the Warden, this being has no valor nor good morals and more often than not they are ruthless, unruly and unkind. They can be sly and cunning, a trickster of nature; but through fear they earn respect.

Characters will seek out a Rogue to commit offences that they can not other wise commit themselves - To hurt or cause harm to another or a group or individual. In this the Rogue is some what of a liquidator.

To be around one whom has earned the name of a Rogue is to live on your toes - You'll never know the motif behind their actions.

R E Q U I R E M E N T S
Claim a Territory area for your home/ base of affairs and keep this free from at least three trespassers. You must do this in three seperate threads.

Steal, steal, steal! You are a Rogue who takes everything for themself and no one else, for your own benefit. Rogues are required to steal something thrice from someone else, whether it be food from a group or something of importance from a lone.

Make at least three enemies. These can be anyone. It is one thing to make people dislike you, but it is completely another thing to make an enemy of someone. This will ensure you an easier route to the next step.

There is no number of offences to be met by a character in order to earn the name as a Rogue. Spread your infamy by the blatant scrounging you cause. When your actions have warranted the attention of at least one Warden - This is when you earn your title.

Carry out an act of corruption that someone cannot other wise do themselves. Name your price for it and see your reward seized.

B E N E F I T S
Rogues live by the law of their own; they are free to do as they wish with no consequence - As long as they don't get caught.

No responsibilities to live for and no one to care after but yourself.

When you have earned a name for yourself, beings may seek you out to carry out deeds that they other wise can not. It is within these deeds that you earn your fear and respect an ultimately the prize - of your own price.

D R A W B A C K S
You have no one to fall back on and more often than not you are alone; unless you can find another who shares your views. Rogues primarily travel alone but at times, may travel in Couplings.

High risk activities and the potential to get caught. Rogues infamy may rise with more offences they commit and may rouse tough enemies willing to take the glory for themselves.

R E T A I N M E N T
Not unlike the Warden, the Rogue cannot be just anyone. It is a tough Title to earn and an even tougher title to hold.

Spread the fear of your name. Steal, purge, plunder to your hearts content. You will make enemies; but you thrive on the discomfort of others. Keep your name alive

Defend your Home! It is yours and the place in which you plot you illicit acts. Let no trespasser leave unscathed.

W A R D E N

A B O U T
Wardens are seen as the peace keepers of The Realm and can be of any species; providing they can become a symbol of protection.

There are but four Wardens for each main Territory – North, South, East and West.

The Warden is not just any one and cannot be just any one. It is what a self proclaimed Lone with morals and worldly attributes strives to become; but the title comes as a profession. This being chooses to be a 'one man wolf pack'. They claim a piece of territory for their own and keeps it; but not without earning it. They are an exceptionally cunning being and a master of drawing the first blood and the last without instigation.

They do not serve anyone, and yet, serve everyone. They are seen as the "keeper"; they follow no family law or any other law, only the law of them self.

The Warden earns their title by the deeds they do; for they do not belong to a pack or group, but will carry out deeds which will help a neighbouring group or individual. They look out for only themself, while providing for others.

Though they hold a high disregard for others it is through his good deeds he earns respect. They are often paid for his protection - Which will go to the highest bidder. They are so loved, and yet so hated.

When the Warden is near, tensions will rise. No one will truly know their reasons or their methods. Safety comes at a price and they are the one to name it.

F I R S T . C L A I M
Choose a Territory in which to stake claim over (North, South, East, West)

Acquire and claim a single Territory Area board for your own within your chosen Territory.

  • This includes a den/ home/ base.


To prove that you have claimed it as your own you must ward off at least three separate intruders (friend or foe; three in one thread counts only as one) by any means necessary and hold the Territory Area without defeat for a minimum time of three weeks OOC.

Make at least one ally in each pack; and two allied Lones.

They do not need to be your friends, but can be two characters whom respect each other enough to accept their nearness without fur bristling.

Make common ground with the alpha(s) of at least one pack.

Help and/ or give a fellow wolf your protection. This is a great way to make an ally in another character. If there are not enough characters of the required groups to reach your goal and cannot for fill a requirement after numerous attempts, contact an admin for assistance.

S E C O N D . C L A I M
Should there be a Warden that has already taken claim to a specific Territory (North, South, East, West), you must fight to eradicate him and make the land and it's inhabitants your own.

You do this by following the "Steps to first claim".

Once each of the requirements has been made, you are to challenge the existing Warden in a one on one combat to last prove your prowess and ability to protect those whom you promise yourself to.

How ever, a caution - The existing Warden may challenge you at any given time on your own prospecting Territory Area in the hopes of eradicating you as a threat to his position and title.

The wager of the combat can be determined by the parties involved.

B E N E F I T S
A Warden has his own land that only he owns and no one else is permitted except by his discretion.

As a Warden, you are disjointed from any rules albeit your own and there are no binding contracts that any other wolf pack, group or individual may have; but only through respect do you earn this exception.

D R A W B A C K S
The heavy weight of responsibility rests on your shoulders. You must provide over and watch for all of Hiraeth. The status of Warden cannot be so easily obtained and yet so easily relinquished.

R E T A I N M E N T

Earn and keep the respect of those under your care. You have a rapport to keep with those around you; once your name begins to strike unwanted tendencies, you might find more and more suitors stepping up to the plate.
Defend your title against prospecting Wardens whom seek to steal your position.
Keep and defend your Territory.
Aid those under your care. Your job is to keep the inhabitants of Hiraeth safe - Fail and see your rapport slip.

As the threat of Rogues rise, it is your duty to see them relinquish themselves and their ways, by any means necessary.