I. Getting Started
To make things simpler, this guide has been created for your reference. It should be taken just as seriously as the rules, and the limits defined here should not be broken. Please read all of it very carefully.II. Eden's Constants
Before we get to breeds, there are a few things you should know that apply to every breed, no matter what. These things are: lifespan, breeding season, and litters. Average Lifespan For All Wolves of Eden is 10-15 years; some may live until 17, but no longer than this. Breeding Season stretches from December to January, with birthing from March till April. Both females and males mature sexually around age 1 (in Succession) and are able to breed during the next winter. Litter sizes are decided by the roleplayers of the mother and father, and not the mod team. However, litters cannot exceed 6 pups, the average being 3-4 pups. If this is abused, the number will be lessened.The growth of pups is also constant in Eden. No matter what breed, puppies will grow at the same rate. However, as this is not vital information, you can find it at the bottom of the guide. Go there now by clicking here.
III. Wolf Breeds
There are currently 5 official breeds in Eden. Other breeds may be role played, but obscure/extinct ones (as of 2008) may be asked to remove themselves. Mixed breeds must be a combination of only canine species.Mutations: Succession’s grey wolf has very few mutations. They do not have bone growths, exhibiting only strange fur colors. Even strange fur colors are rare in this breed.Lesser Mutant - Common
Sizes:Mutations: The Lesser Mutant has many mutations, ranging from various bone growths to abstract fur colors, though they are more often seen with darker colored coats.Male: From 20 to 40 inchesWeights:
Female: From 20 to 35 inchesMale: From 65 to 140 pounds
Female: From 65 to 130 pounds
Origin: This was the first new breed to appear after the nuclear blasts, coming in strongly after the timber and grey wolf populations made their own come back. The mutations held a large grip on the population, starting with extra limbs, tails, and bone growths. Strange fur colors were rare. As time progressed, these mutations took hold, and many are visible still today, having helped more than hindered the wolves. After the wolves acquired the top of the food chain, the strange fur colors really took off, as camouflage was no longer so necessary.
Description: Lesser Mutant wolves are typically lanky, with thin chests and hips. They get their height from their legs, so if a Lesser Mutant wolf is not lanky, it is likely that they are short. Lesser Mutant wolves look much more like regular wolves than the Greater Mutant wolves do. They an have a wide range of eye colors.Grey Wolf - Common
Sizes:Weights:Male:From 24 to 35 inches
Female: From 20 to 33 inches
Male:From 70 to 125 pounds
Female: From 50 to 100 pounds.
Origin: Grey Wolves have been around since the ice age, and have thrived as scavengers and predators through thick and through thin. Grey wolves were in Eden long before any mutant wolves were spawned from their species.
Description: Grey wolves are classic wolves. This also covers Timber and Mexican wolves in our role play. Grey wolves vary in many ways, including height, build and weight.Red Wolves - Uncommon
Sizes:Weights:Male:From 20 to 33 inches
Female: From 18 to 30 inchesMale: From 50 to 110 poundsMutations: Succession’s red wolves have few mutations. Their only mutations are small bone mutations, such as very small horns or sometimes small scaley areas in place of fur.
Female: From 50 to 100 pounds.
Origin: Red wolves have always lived in Eden. They have spawned some small bone mutations.
Description: Red wolves are small, skinny creatures that typically have red coats and white underbellies. The have broad chests.Arctic Wolves - Uncommon
Sizes:Mutations: Succession’s Arctic wolves have minimal bone and fur mutations.Male: From 28 to 39 inchesWeights:
Female: From 25 to 35 inches
Male: From 75 to 135 pounds
Female: From 65 to 130 pounds
Origin: Arctic wolves, much like Grey Wolves, have been around since the time of the ice age. They, however, spawned no lasting mutations of note.
Description: Arctic wolves are bigger than Grey Wolves, but smaller than the Lesser Mutants. They have broad shoulders and thick fur for colder climates. Their coats are almost always white or cream colored.Greater Mutant - Rare
Sizes:From 26 to 50 inchesMale:
Female: From 20 to 45 inches
Weights:Male: From 85 to 175 poundsMutations: The Greater Mutant has many mutations, ranging from various bone growths to abstract fur colors, though they are mostly seen with lighter colored coats.
Female: From 76 to 154 pounds
Origin: This breed appeared after the earth had been healed for quite some time, stemming from the north regions in heritage. This heritage makes it a hardy breed, much larger and stronger than the Lesser Mutant wolves, but also much slower. There are very few of them still, especially in the warmer areas of Succession.
Description: Greater Mutant wolves are much taller and bulkier than Lesser Mutant and regular wolves, with less lank to their frames. As opposed to the Lesser Mutant, the Greater Mutant has a wide set chest and hips. Greater Mutants are also known for their large ears and longer tails.
Because of the rarity of the Greater Mutant, there is a limit of 20; so, only 20 greater mutants are allowed in Succession. If you have a greater mutant character, please message Melisande with their name. If it is found that a greater mutant who is not on the list exists, actions will be taken.
Current Count: 5/20We are currently NOT ACCEPTING Greater Mutants.
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IV. Mutations and Fur Colors
The wolves of Succession have many mutations; 11 total. One wolf many only have four (4) types of mutation as a maximum, not including fur colors or eye colors. So, a wolf could have scales, bone growths, an extra tail and horns, and would be okay. No other mutations are available. You may not invent your own mutations or change the parameters of these mutations for any reason. If you do, it will be considered an offense, leading the moderators to apply a strike against your profile.Bone Growths:
Pictured here, on the knee and haunch, a bone growth is a calcium growth that protrudes from the skin and fur, rooted on part of the skeleton. Pups are not usually born with bone growths, but acquire them around three to seven months of age. When new, they resemble a horn of sorts, being made of slick ivory. As they grow and age, they get worn down, chipped, broken, porous and sun bleached. Bone growths may grow up to one foot in length, and may curl with age. They can become sharp, sharp enough to be useful in a fight. A wolf may have up to eight (8) individual bone growths.Bone Patches:This mutation may be used as a weapon in battle, keeping in mind realistic (physical) constraints.
Bone patches, pictured here on the flank, are like large, ivory scales. Unlike bone growths, they grow on top of the skin and are not rooted in the actual skeleton. There is no fur around them, but just scarred, pink skin. Pups are not usually born with this mutation, but it grows around three to seven months of age, appearing in patches on more sensitive parts of the body for protection; and while it offers a sort of armor, it also reduces flexibility because of the bone and scar tissue associated.Extra Tail:This mutation may be used as defense, keeping in mind realistic (physical) constraints.
Occasionally, a wolf will be born with an extra tail. This has little if no aid in speed or balance. It only seems to be a sort of extra limb that has been allowed to continue through the genetic tree because it is no a hindrance. It is for looks only. The second tail usually sprouts from the base of the normal tail, as pictured here. A wolf may only have one (1) extra tail (two tails total). This is the ONLY kind of tail modification available. Extra long, dragon-like tails are not characterized in Succession.Antlers:Just like the antlers on deer, elk, moose or caribou. Seen here, on the left, is one example. Antlers usually grow in the first time around one year of age, and are shed once every year. They remain very small, even ones in the style of moose or caribou, as wolves are not equipped to have or use big racks of antlers.Horns:This mutation can be used in fights, keeping in mind realistic (physical) constraints.
Like the horns of rams, ibex, and other animals; seen here, on the right. They can be straight, or curl around as pictured. However, they do not grow to be longer than 1 foot in length when straight, or 1.5 feet in length when curled. Horns will usually grow in around the same time as antlers, but are not shed.Spines:This mutation may be used as a weapon or a defense, keeping in mind realist (physical) constraints.
Think of the spines on a dragon. If you don’t know, you can look here at the black spines growing from the crown of the head and down the back. Pups who have this mutation are usually born with small spines that then later grow. Spines do not grow anywhere besides in a straight line down the vertebre. They can be black, grey, white, dark brown, light brown or dark red. Very rarely do you see other colors. They are solid and shiny, but move like fur (in that their bases are flexible; they bounce). Spines can be skinny or wide, and can serve to rid the body of excess heat, or if they are wide enough, collect solar heat to warm the body.Patches of Scales:Spines serve no aid in battle. They are simply for looks.
Patches of scales sometimes replace small areas of fur, exampled here on the jaw and neck. They can grow in blobs or in patterns, taking on many different colors, usually dark colors. However, occasionally lighter colored scales are seen. These lighter colors tend to have a ‘glow in the dark’ effect, being lumpy in appearance because of the fluorescent glands that grown beneath. However, the same glow in the dark effect is not turned on or off by the will of the wolf, and only depends on how much time they spend in the sun.Long Claws:Scales offer little to no defense in battle, as they cause the skin to be only slightly thicker than normal.
Pretty self explanatory. Pictured here, long claws are just what they sound like. They protrude out up to one and a half inches. If manicured, they can look very nice, but if left to their own devices, they will fray and will probably hurt. Long claws offer no advantage in battle, even if a wolf decides to sharpen them.Saber Fangs:Also self explanatory. Fangs extend no longer than 2.5 inches. They can, sometimes, make it hard to open one’s mouth wide enough to make a quick bite, and may hinder the ease of attaining a hold, but bites that do land pierce deep into the flesh and can crack bone easily.Porcupine Needles:This mutation may be used as a weapon, within realistic (physical) constraints.
If you know what a porcupine is, you know what is going on here. These needles exist in place of fur on a wolf's body. They are constantly out and constantly a threat. However, they do not get any longer than two inches. They sometimes contain poison, but this poison does not affect wolves. It will affect a predator that comes after wolf with this mutation, however, the poison does not kill anything the size of a small wolf or larger. They tend to grow along the spine and around the shoulders, but never on the neck or underbelly. They are usually bone white.Poison Saliva:This mutation may be used as a weapon, within realistic (physical) constraints.
Wolves have developed new attacks to go along with their new defenses. If you know about how a komodo dragon's saliva works, you know about this. If a wolf has this mutation and bites a deer, the deer will feel the effects of this poison. This poison has a slow reaction time, causing fever and fatigue for about a twelve hour period, starting about thirty minutes after the bite is inflicted. This poison, as with the poison in the porcupine quills, does not effect wolves.Eye Colors:This mutation may be used as a weapon, within realistic (physical) constraints. This cannot be overdone during a pack hunt.
Any color can be an eye color. However, there is a constraint of two (2) eye colors per wolf. This means a wolf may have purple eyes, or purple eyes with pink around the edges, or one purple eye and one pink eye. Eyes do not change colors. Eye color does not count as one of the four mutations your wolf can have, since, like.. all wolves have eyes.In Succession, there are many fur colors - a real rainbow. On top of the normal white to black and brown to ginger range, we also have many pastels and brights to choose from, as well as some dark greens. Here is the fur chart.
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Please, make sure your wolf's coat colors match their breed at least a bit. If you are not sure about a certain coat color, ask an admin or moderator. All the colors above, those labeled and not labeled, are allowed. Very few colors are not allowed. These include lime green, any neons (not to be confused with pastels), hot pink and bright purple. This list is subject to change. Intricate, semi-realistic patterns are encouraged(no Wajas markings, ;D). Keep in mind that fur colors do not change.Back to Top
V. Pack Creation
To create a pack, you have to meet certain requirements.
Current Pack Count: 2/6Followers:
You need to have four wolves (including yourself) who wish to join with you. How do you get followers? Easy! Simply explain, in character, the morals and codes of your pack-to-be to potential members, and if they like what they hear, you have your followers.Ranks and Description:What will your pack's rank names be? Will you think of some clever names or keep it simple with "alpha, beta, etc"? Keep in mind that your pack's rank names cannot be the same as other pack's; this is due to a simple coding issue. Your hunter might end up in someone else's pack on the memberlist if the rank name is the same, for example.Territory:The description is just a little, one paragraph blurb that should tell the reader the name of your pack, who founded it, who leads it now, what morals your pack abides by, and what their goal is (if any). If you choose to think up unusual rank names, you are also required to explain those ranks. You must also be prepared to link the admins to threads where you have recruited followers just so we know you have really done it without metaplay or OOC planning. After you type all of this up, message it to Melisande and one of us will let you know if your pack has been approved and then we'll make their page for you. From then on, you can message us pack updates, new members, and the like.
Once your pack is in the green, feel free to claim your first territories, but don't get greedy. For a starting pack, the limit for claimed territories is two, but once your pack starts to grow in numbers you may claim more later on. More information about this is placed below. Be mindful, though. If you wanted to claim Deamer's Paradise and Earth's Scar, it won't work. The lands you claim must be next to each other on the Map.Message Melisande with questions.There are a few territories that will always remain neutral. These include The Sandsea and The Faux Mer. Instead of claiming the whole lake, a pack may instead claim one if he shores. A wolf may not claim the whole Skycutters mountain range, though they may claim either the the Emerald Lake, the Rimane Turbalto, or any other landmark within them.
Your pack will also receive a meeting place. This is yours to make up, and Melisande will create the graphic for your board.
The land limit for your pack is decided by a ratio. As mentioned above, you will receive two lands and a meeting place to start you out. Once your pack has reached fifteen (15) members, you will receive another land. 25 members gets you yet another. 35 gets you another, and so on.
To recap.. Starting: 2 lands and meeting place.
15:3
25:4
35:5
VI. Fighting
Fighting, in character, will happen. End of story. Chances are if a character sticks around for any length of time, they will end up in a fight. Succession’s roleplayers are expected to treat fights maturely. They are expected not to godmod, powerplay or otherwise cause problems OOC. If you choose to disrupt OOC over emotional matters IC, action will be taken.All major fights, in Eden, must have a judge. Major fights can be, but are not restricted to: death matches, fights over rank, fights over land, and fights of high importance. This judge will be either an admin, mod, or a trusted roleplayer of the site, appointed collectively by the mods. The judge cannot be affiliated IC with the fight or packs/events taking place. If there is noone of this nature on-site, someone for Taiyae or another roleplay will be called in. Roleplayers participating in major fights must message a mod to notify them that their fight is taking place and needs a judge. This does not mean that fights must be OOC planned in any way – a fight will usually acquire a judge after it has started. When the judge is selected, he or she will post on the fight thread. Only after the judge posts and is ready can the fight begin, or continue. Simple spars and scuffles can be judged too, but do not require it -- it's at the members' discretion. If the roleplayers in the fight thread deem the judge they received to be unfit or do not agree with his/her judgment, they can collectively appeal to another mod or judge for his/her opinion. This new judge must be approved by the mods.
There are two kinds of dodges in our fighting world: full dodges, and partial dodges.
A full dodge is defined as when a wolf completely evades an attack from an opponent without taking damage. An average wolf may have only one (1) full dodge per fight. Further full dodges will be counted as a form of powerplaying. If the two characters fighting are very far apart in size (one is 150 lbs and the other is 100 lbs, for example) the much smaller wolf will be allowed two (2) full dodges in a fight. If a wolf needs two dodges, they must appeal to a mod, and that mod must post in the fight thread with their verdict. This may happen at any point in a fight.
A partial dodge is defined as when a wolf evades an attack from an opponent but takes damage in different manner than was intended by that opponent. If Joe aims for Bob’s shoulder, but instead bites Bob’s neck, Bob has preformed a partial dodge. For now, there is no limit to how many partial dodges can be performed during a fight, but If at any time a judge feels like a wolf has preformed too many, the privilege will be revoked from that wolf for the duration of the rest of the fight.
Death without consent is allowed in Eden, so if you use up all your full and partial dodges, your opponent’s attacks must hit their intended mark. If this causes a fatality, so be it.
Any mod may pause, resume or stop a fight at any time they choose, as long as they are not directly involved or otherwise biased. Attitude given to any mod, admin or judge will not be taken lightly.
Defenses are important in any fight. They must be restated in every new post, or it will be assume that your wolf is not protecting themselves. Defenses include, but are not limited to:
Neck scrunching, or the pulling tight of one’s neck muscles. This helps prevent an attack to the throat.The effectiveness of holding a grip is determined by the wolf on whom the grip is being attempted - denying a grip attempt counts as a full dodge. If your wolf pulls away from the grip in the next turn, there must also be severe damage.Grounding achieved by crouching and claw digging, effectively lending extra balance and strong stance.
Tail tucking, to protect the underbelly and genitals.
Narrowing of the eyes, to help protect from face attacks and sharpen the line of vision.
Folding of the ears to protect ears from getting ripped off in an attack, and to help protect the back of the skull.
Hunched shoulders, to protect the back of the neck and the base of the spine.
Head lowered with tucked chin to help protect the chest and underside of the neck.
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VII. Puppy Development
In Eden, all puppies develop at generally the same speed, no matter what breed, heritage or mutation that they have. The “puppy” stage of a wolf’s life is considered to be from 0 months and 0 years of age to 1 year and 5 months of age. However, even though Succession’s members are expected to follow this standard, packs do not have to place their ranks around it. For example, even if a whelp is considered an adult pack member at eight months, they must still be developing according to the chart below.First Stage: Baby
Age Range: Newborn to three weeks.
When first born to about two weeks of age, pups have their eyes and ears shut closed, and effectively only can use smell and touch. They are darkly furred, and feed several times a day from their mother's milk, as they are incapable of digesting anything else or even doing much more than crawling. They are approximately one pound in weight, and grow to weigh about seven pounds at the end of this period. During this period, pups are not usually roleplayed. You may, if you would like, but don’t feel obliged.Second Stage: Toddler
Age Range: Three weeks to Two months
During their next week, the eyes are open and are blue, but vision is very poor for a few weeks. They have some teeth and can begin chewing up regurgitated meat but should still be mainly on milk. Begin trying to stand, howl and walk.Third Stage: ChildhoodAt three weeks of age, they have sufficient motor skills to try crawling out from the den for small play romps at the entrance. Their ears unfold and they can properly hear now, though the ears are often floppy. More of their teeth grow. At four weeks, they lose their extreme puppish features (pug noses and tiny body) and look more like the classical wolf pup, with huge paws, ears, and head. As they hit their first month/five weeks, they begin to be able to walk one mile from the den and feed at the kills, though regurgitation and suckling milk is still common. This might be the time they form their first sentences 'Want moose! Want moose! Me me me!' in-rp. Again, this stage is not usually roleplayed, but you may if it suits your fancy.
Age Range: Two to Six months.
At two months, the adults abandon the old den and the pups are finally able to live at the main pack hangout, if any. Adult fur starts growing in, and their eyes begin to change color to their adult coloration very gradually.Fourth Stage: TeenagerWeaning is complete, but the most they can hunt is insects, and small mice if they are lucky.
At about three months, they begin to accompany adults on short hunting trips to see how it is done. Rapid growth begins to set in that will eventually send them into their adult weight. Eyes achieve adult coloration.
Milk teeth are replaced with adult, and for traditional pups born in spring they will begin to grow their winter coat. At six months, they begin to accompany adults in full hunts and may be brought injured deer calves or other animals to play with.
Age Range: Seven months to one yearPup growth slows down, now able to make long journeys, and begin to hunt. Coat, size, eyes, senses, and so on should all be fully developed by around one year. In-rp the following year may be spent honing speech, hunting skills, philosophy, and dominance that younger pups cannot master.Fifth Stage: Young Adult
Age Range: One year to One year and Five Months.At this age, pups have reached their full stature and proportion. Generally speaking, they are fully physically developed.Congratulations! Your pup has reached maturity!Over the next five months, your character will achieve mental and sexual maturity. Other than this, their lives are now their own. However, if a pup misses a crucial point in development, such as learning to speak or hunt, they will be stunted, as it is much harder to learn as an adult than it is as a child.
Aging occurs twice a month, on the first and the 16th. This is a ratio of 1:2. There will be two IC years for every OOC year, and likewise, 2 IC months for every OOC month. Every wolf ages by this time scale, with no exceptions.
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