Wolflings are often a proud, fierce, and determined race. They defend their territory, their family, and thier honor with fear of death. To lose any of these three aspects of thier life is worse than simply dying. The whole basis for wolfling life is simply survival within the pack. A key element of such survival is the family life of wolflings. Every pack member willhave at least one active parent and in time may find a mate and/or children of their own. It is a simple law of nature that most creatures that wolflings hunt can be brought down much easier with less injury by a well-organized pack than any single lone hunter. Pack cooperation dramtically increases rewards while reducing the chances of losing a packmember.
Grarlow - Warrior Alfea - Evocationist
metabolism - Affects a warrior's ability to regenerate themselves. ferocity - Affects a warrior's ability to perform in battle. toughness - Affects a warrior's ability to protect themselves in battle. connection - Affects the spellcaster's ability to replentish spent magical energies. absorbtion - Affects the ability of a spellcaster to absorb harmful magics. intensity - Affects the intensity of a spellcaster's magic.
change wolf - This effect is taught to every young werewolf cub. It allows the wolfling to switch between wolfling form and true wolf form. It should be noted that young cubs are still relatively helpless and should be protected even if they can change forms. fierce - This combat ability uses your magical energy to focus into a fierce attack in wolf form. The higher your level, the more likely your next attack will do the highest amounts of possible damage. A fierce attack is merely a fierce attack. Trying to make a single attack doubly fierce will exhaust you without any real benefit. Its best to pace yourself carefully in fights. smell - If the wolfling smells another wolfling, it gives status. If the wolfling is an older werewolf cub, give a very rough idea of relative strength of the monster (prey, not prey, etc). growl - This is the typical warning growl that wolves will issue to tell others to back off. High level werewolves can put real force into their growls which can be very intimidating to non-wolflings. wbite - At this level, the wolfling is familier enough with his wolf form to focus his energy into a bone crushing bite attack.
evil sense - This gift allows the Healer to concentrate and sense evil. It is not very precise, simply giving the number of evil presenses, but it also sense evil in nearby areas. scry - Sometimes allows a wolfling to see the surroundings of another person. lesser heal - This spell allows the wolfling to heal other's wounds. It is very limited in the nature of the wounds it can heal, and drains }- considerable power. It cannot be used on the caster's self. befriend - This spell will calm most fights and allow you to withdraw in peace. It also uses Grarlow's influence to convince any erring wolf or werewolf that you are a friend and ally so they won't attack you in the future. They may in fact help you if you are attacked in their presense. greater heal - This spell allows the wolfling to heal other's wounds. It is not limited in the nature of how it heals woulds, but it works better on wolflings than non-wolflings. This spell cannnot be used to benefit the caster's self. pack heal - This spell is best used on when three or more wounded wolflings are present. By expending vast amounts of power, the Priest causes Grarlow's attention to be brought onto the pack and invariable healing to at least some of the wounds of the pack. cportal - Creates a locating nexus by which Alfea can open the gateway and allow wolflings to pass through to another location. Only a high level healer can create the portal, but wolfings following the healer will go through as well. moonsong - This powerful wolfsong lets the singer invoke Grarlow's healing magic on every member of the pack. The exact amount healed depends on what phase of the moon is in effect. Due to the power of this song, a wolfling will not be able to sing it again for a while.
lighten - Creates a glowing orb that can be carried, dropped, given away, etc. As time passes, the light of the orb gets dimmer until it fades away. spell shield - Creates an invisible shield object which can be seen by a slight glow along the arms. The spell fades if the shield is removed for any reason or the wolfling changes forms. energy bolt - A small bolt of energy which affects a single target. It can usually get through most armors and do minor damage. mage bolt - A blazing blue bolt of energy that is the mainstay of any avid evocationist. It can only affect one target, but usually gets through any hide. force bolt - This is a more sophisticated manipulation of energy as it solidifies, the evocationist launches it at high speeds at their opponent. Because of the difficulty and energy lost in the conversion, this spell does less damage than a mage bolt. Of course, it might do better than a mage bolt against creatures resistant to magic. pack bolt - This is a cooperative spell that is only effective when used by pack of wolflings. The wolfling evocationist creates a channeling forth that other packmembers can provide raw magical energy through. The more wolflings present, the more dangerous and efficient the spell is to the evocationist's target. Other than requiring the energy, it is perfectly safe to the caster and packmembers. storm - This is a dangerous maneuver where an evocationist concentrates merely on invoking energy without worrying about fine details like controlling the energy once it arrives. The energy still has a tendency to consentrate more on powerful creatures (like the caster) than on weaker ones. Any in the area will undoubtable be burned by the raging energy, and at least one wolfling has died in casting it. packward - This powerful spell will protect an entire pack with magical defense. It is the equivalent of casting spell ward on all present wolflings.
pack - Currently not active, but previously it created a Wolfling NPC that had a guild soul/level 15 pre-requsite so it could use wbite. challenge - This was modified so that these NPCs would challenge the player. The player would be damaged and if the NPC won it would leave the player.
There are distinct areas that I think need to be thought through:
Wolfling experience should increase by:
- killing prey
- pack kills
- increasing rank Previously a player had to go to the guild hall to transfer player experience into wolfling experience - I think we should do away with that.
Ranking dictates the wolfling life. As a lower level wolfling, the assumed role is learning what it takes to survive within the pack. As progress has been made (mid-level) the wolfling should be able to take on a more specific role within the pack. Eventually the wolfling has progressed to the point of being able to lead the pack. While being the leader - it comes with it a set of responsibilities of split decision-making and making sure the pack is being taken care of. Lower level wolflings grow stronger, ranks increase, and with that comes the risk of having leadership challenged.
Wolfling NPCs now need to be leveraged. An idea is to have wolfling packs hunting in the wolfling forest or random locations, which a wolfling could join up with. Eventually once player becomes strong enough - they could call on wolfling pets to start building their own wolf pack.
Dominant pair - alpha male and luna female (known as the breeding pair; mates and have pups in their den) beta pair - stronger wolves / most likely to replace the current alphas omega pair - weaker (caretakers of the den/pups) As pups grow, some of them will be assertive in their play, while others in the same litter will be weaker and more submissive. The omega serves as both the stress-reliever and instigator of play. As wolves become adults - many will leave their home territory in order to search for a mate. These wolves are called dispersers. The long drawn out howl of a "lone wolf" will hopefully attract another unattached wolf. The two new matched alphas find suitable territory in order to start a family pack of their own.
Wolves will chase their prey and test for weakness. Expending as little energy as possible and decreases chance of injury. Wolves use their incredible sense of smell and excellent hearing to help them find prey. When hunting large prey, they seaparate out and surround its prey. Wolvies usually bite the shoulders and flanks. While some approach from the rear, others seize the prey from the front. Wolves are built for a feast or famine diet.
Wolves communicate via:
- Scent - used to mark boundaries of territories, to claim/defend territory from other packs, mark food ownership, act as a roadmap for for the pack itself. Wolves have scent glands inbetween their toes, meaning they leave their scent wherever they walk. Also urination :)
- Posture/body language - behaviors and postures help reduce aggression between others. This helps the pack to live together and function as a harmonius unit. Facial expressions are among the most obvious way in which wolves express emotions. Bared teeth with ears erect and pointed forward - indicate a threat by dominant wolves Closed mouths, slit-like eyes and ears pulled back and held close to the head - indicates subordinate behavior Wolves also use tail positions to communicate emotion. Threatening wolves hold their tails high, almost perpendicular, while submissive wolves lower themselves before dominant pack members, tail tucked between their legs.
- Vocal communication between wolves howls - assemble the pack / claim territory / identify other wolves by using their howls whines - primarily used in den sites and by female wolves / thought to be the sound of affection growls - conveys aggresiveness and usually comes from dominant wolves posing a threat barks - signifies alarms / the call of the chase / indicator for some excitement
- Expert hunting ability: combination of speed, stamina, and strategy.
- Give birth in a den to a litter of 4-8 pups. After 8 weeks, they will venture out of the den and begin their life of learning how to be a predator.
- Powerful jaws
- Can go many days without eating and then gorging as much as 20 pounds in a single sitting.
- Opportunistic hunters - they take down what they can get
- Capable of smelling things from a long ways away
- Excellent hearing - Can hear a howl as far as 6 miles away in a forest or 10 miles away in open tundra
Wolves occupy territories and will defend them against other trespassing wolves or other threats. Usually defense requires no more than intimidating an outsider with growling and barring of teeth. At times a chase will ensue and in extreme situations the chase ends up in a physical altercation. Boundaries of territories may overlap, yet separate packs will usually avoid one another at most costs. Under most normal circumstances, the territory belonging to wolves will remain so for many generations. Younger wolves often inherit territories from their elders. Expansion of territories depends on land and availability of prey. 5 wolves in a 10 mile radius is comfortable. Some wolves migrate in order to follow prey and when a pack increases in size - it may split or some members disperse in order to form their own packs.
Wolfling pup - Pups develop skills needed to communicate and interact with other wolves. Play is a big part of development. Omega Wolf - Omega are the caretakers of pups, help relieve stress, and instigates play within the pack. They also are able to participate in pack hunts. Gamma Wolf - As third in command, they are also designated trainers within the pack. These are picked by the Alphas. Gamma wolves are capable of leading 1-2 omega wolves, but it will take time to get good at it. Beta Wolf - During this phase the wolfling is advanced skill building and learning the foundational skills of being a successful predator. At some point the desire to find a mate is strong. Pairing and bonding is vital in what is needed to become alpha wolves. Betas are also second in command and picked by the alpha wolves. Eventually they have the desire to start their own packs. Alpha Wolf (pack leader) - At this stage wolves have been good at survival and becoming successful predators, but they must continue the family lineage, so pack building is in order.
Alpha pair: Yourself and your mate. (He/she is loyal to you 100%) Beta pair: A pair of wolves that could be slightly weaker or stronger than you. They are on their way to becoming alpha, so expect to be challenged or have some resistence if you don't keep them satisfied. Betas run the pack when Alphas are not present. Gamma: Serves as the trainer for any omega wolves present. When no Omega present then there can be 2 Gmma wolves in the pack. Gamma wolves are capable of leading, but they can only lead 1-2 Omega wolves but it's not easy. Omega: Depending on leadership there are typically 1-2 of these wolves. They are the weakest and still learning what a successful hunt even looks like. ALPHA (1) - ALPHA (2) BETA (1) - BETA (2) GAMMA (1) - GAMMA (2) (only if no OMEGA) OMEGA (1) - OMEGA (2) (only if BETA leaders)
WOLFLING CHARACTERISTICS
- playful pup: Play is a developmentally important part of not only physical development, but also maintaining peace within the wolf pack.
- omega physiology: Omegas are the lowest-ranking wolflings. Having some skill here will help increase rank. This is required before reaching the Gamma ranking.
- gamma physiology: Helps maintain rank position as being a Gamma wolfling. Required in order to reach Beta.
- beta physiology: Helps maintain rank position as being a Beta wolfling. Required in order to reach Alpha.
- alpha superiority: Helps maintain rank position as an Alpha wolfling.
- howling moon: Useful for assembling the pack and mate selection.
- loyal companion: Companionship and strong bonds impacts relationships within and outside of the wolf pack.
- fur generation: Resistance to chilling temperatures or physical damage.
- powerful bite: Powerful jaw crushing bites to prey.
- enhanced senses: Increased smell, vision, etc.
- wolfling posturity: Body behaviors, postures, and facial expressions help reduce aggression between others. This helps the pack live together and function as a harmonius unit.
- wolfsongs: Non-verbals play an essential role in communicating in all aspects of being a wolfling. Assembling the pack or when attracting a mate are two key roles. WOLF PACK
- apex predators: Expert hunting ability: combination of speed, stamina, and strategy.
- satisfied feast: Increased healing amounts from pack feasting on corpses.
- wolf pack songs: Calms and reduces aggression between members of the pack.
- pack bond: Increases the bonds between others in the wolf pack.
- magnetic friendship: Wolves from outside of the pack will join the pack.
- pedagogy mastery: Improved training of pack members of lower level. COMBAT
- predator instincts: Increases hunting and tracking capabilities.
- hunting mastery: Easily track anything under any conditions, ability to sense weakness of their prey and exploit it.
- fierce stance: Amplified damage while in a fierce or more aggressive state.
- enhanced caution: Wolves are more defensive and can execute more strategic strikes.
- flanking maneuvers: Increased damage when wolves are executing flank attacks.
- protective reflexes: During combat wolves are able to redirect the target's attack and take it as their own. LEADERSHIP
- natural leader: Not only increased wolfling experience gain, but a required skill in order to increase the number of wolflings one can control within their wolf pack.
- enhanced leadership: Pack members recognize the skill, so reduced aggression towards the leader. This also plays a role in limitations of what ranked wolflings can be in a pack.
- alpha intuition: Starting at the beta position, wolflings must begin to think and act like Alphas. Being able to maintain authority and preserve order within the pack is essential.
- ranked delegation: Command can start as low as the Gamma ranking. The Alpha ranked wolfling delegates temporary ranking, so that the Gamma can lead a temporary formed pack of Omegas in order to learn and develop skills.
- improved willpower: Better decision-making and cohesive unison amongst the wolf pack.
- undisputed authority: Subordinates fear this leader somewhat, so they will delay or refrain from challenging for quite some time. Outsiders will notice right away that the pack stands behind this leader.
Wolflings have natural armor by simply being a wolf all the time. I think ranking and fur generation skill plays a role in this.
Wolflings naturally get increased base HP. Natural HP regen should be much higher outside of combat than it is within combat. Wolflings heal from corpses - make note that the amount scales down according to rank (alpha always eats first, betas, gammas, etc.)
Pack corpse healing should trigger a HoT effect when outside of combat. NPCs brought into the pack could have their own bonuses:
- bonus HP/SP
- temporary skill bonus increases
- increase wolfling exp gain rate Bring in a concept of Natural magic in the form of boons:
- Grarlow or Alfea (original names Syu used) grants pack bonuses
- Increased wolfling exp gain rates
- Kill bonuses
Corpse healing just doesn't happen while in combat. Need to pay attention to others within the pack:
- If fighting with higher ranking members - they have to wait to feast.
- As a higher ranked wolfling - dealing with aggression.
- Challenges can lead to a near death experience Need to pay attention to others outside of the pack:
- Putting a pack together of members outside has natural risks, such as: little to no loyalty with much higher aggression
- Higher aggression leads to more challenges or leadership being questioned more Huge emphasis is put on the pack and having a built-in ranking system
- Players may find it boring at the beginning (progression from wolfling pup to Omega)
- What does the concept of play even mean?
- What control or say does a lower level wolfling even have on what/where pack fights happen?
- Pre-Gamma ranked wolflings would have find a pack to join in order to increase wolfling rank (a guild area?)
- Gamma and higher wolflings have delegated leadership - they should be able to fight whoever or wherever they want
- In order to increase rank the player needs to challenge a wolfling of the next rank
- Wolfling experience seems rather generic Should we allow lone wolves?
- I think Alpha/Beta/Gamma wolflings could potentially go solo for a bit; however, the power/strength of the guild is in the pack
- If allowed then the lone wolf would recieve no pack bonuses
- Some games have the concept of renown or glory points