Displacement is not something that is done for fun. To put it rather bluntly, a
displaced wolf is a wolf without a home, without a pack, and without much hope. They have turned away from the Celestials, no matter what the circumstance may be. Displaced wolves are at risk for death or dismemberment should they choose not to live a life of hiding, and in fact, oocly, displaced wolves may be allowed to be put to death by other wolves if an administrator decides that the wolf is role-playing in a manner that should get them slain! Most elemental wolves, due to their faith, in fact, nearly
all should feel that those of the displaced should re-find their path quickly or they should not be allowed to live!
Important Note: (Clarified 8/7/09) Displacement can NOT be due to simply "forgetting" your element, unless in a
very severe circumstance, which will have to be accepted by the Administration and role-played out accordingly over several threads to be determined. One cannot simply "bump their head" and forget so quickly what one was born and imbued with all of their lives! Displacement is a conscious choice.
The following rules and guidelines apply to displaced wolves in Paragon:
NO elemental charms/abilities: In our game, a displaced wolf is merely a simple grey wolf without any special traits!
NO special colorations: Thus, the wolf may be tan, brown, black, or gray-silver in color as well as variegations and mixtures thereof. Their eye color can be yellow-gold, green or brownish.
No other colors besides these are allowed, no matter what "other" sites might define!
Noticeable that they are displaced: These wolves are unkempt, scrawny, wiry and even rank with a foul odor. They often carry what might be called a sort of musty, sour scent to them.
(In effect, they sort of smell like that "pee-pee boy" you knew back in elementary school!)
NO claim to any land: While the elemental packs, and even the Dust Nomads claim parts of Paragon's lands, the Displaced wolf has no rights on either and may be chased off or harassed if found, depending on the particular wolf's or pack's feelings on the subject.
NO reliable food source: This goes with the land claiming, packs also will claim the rights to hunt in certain areas of Paragon. A displaced wolf generally has to get by on the smaller game, and even perhaps scraps of previous kills if they want to lay low and stay out of trouble!
NO guarantee of livelihood: If a wolf is displaced, and does something that, in character, puts them at risk of dying, it is very possible. This can happen even without the players' consent if an administrator is called on said actions and verifies that the role-player is acting in such a way to promote their own death. This is the only time that a wolf could be allowed to die without a player's consent, as being displaced is no guarantee of a long life! Displaced wolves are
never allowed to survive longer than
one year of being displaced, and that's only a maximum if they're very lucky and find friends somehow to help them. They have no expectancy to remain after one year in the "wild" without an element, and in fact, any player attempting to circumvent this rule will find that the character will find it's end whether they like it or not!
NO assurance of healing: Displaced wolves, unlike elemental wolves, are worse off if they get injured. Whereas elemental wolves have their elemental affinities that can help speed healing, simply being in tune with their world and the element they carry, those of the displaced are on their own. They can heal using herbs, but it takes twice as much and twice as long compared to an elemental wolf. Another wolf with healing abilities
can aid a displaced wolf but it takes a lot out of them and is a very trying process for both wolves. The toxins of the Lan, the decayed undead wolves of evil, take twice as long to heal from and if they are not drawn from the body soon enough, can cause a swift and painful death! Displaced wolves rarely heal completely from wounds gained while they were without an element and often end up with a permanent gait change, or harsh scars to remind them of their failure. All in all, one that is displaced would do well not to get themselves harmed in any way!
Displaced wolves are most often wolves whom have managed somehow to stay out "too long" from their element or have been taken from the element by force. An Alpha may have even thrown a wolf out of their pack, causing them to become displaced. However,
all displaced wolves remain displaced by CHOICE, a displaced wolf
can get another chance at a pack, or rejoin the pack they'd just left, but they must work for it.
Most commonly, displaced wolves are those that have been either:
Kicked out of their pack by an Alpha. Alphas have this right, to remove anyone from their pack that they wish, and thus if they do so, they act in accordance with their Celestial and the removed wolf
immediately loses any elemental charms and abilities. Thus, it's never a good idea to irritate one's Alpha . . .
or
Has decided to "go rogue". In the event of being too wounded to get back to one's pack in the required time period or even simply becoming lost or kidnapped; many Alphas will grant one access back to their pack upon their return without many issues save perhaps a small punishment. "Going Rogue" means that a wolf voluntarily chooses to not return home after staying out overlong, and as thus, have their mind set on not being a proper pack wolf. This of course, means that they have disavowed their elemental ties and are now dirtied in the eyes of their former Celestial.
A displaced wolf is one without a true pack and without a true home. They are individuals that live on the fringes of proper wolf society. As thus, they generally have an appearance of being ragged, scrawny and always looking out for the wolf that might come along to cause them to move from their current location. Being that the elemental wolves of Paragon have a deep ingrained faith in their elements and Celestials, it should not be uncommon for many of them to be angry that a displaced wolf shuns the elements so easily, and even perhaps angry that they have not found a true elemental path again! Displaced wolves on Paragon are
not in the good favor of the Celestials, and thus, always feel as if they are not a
true part of the world as a whole, in fact, often feeling cut off from the wolven world. Keeping these characteristics in mind when role-playing is a good idea, the Celestials do not take kindly to a wolf that chooses to remain displaced for overlong, and they are always at risk for being "struck down" from above if they infringe on any territories or break any 'rules'!
Role-playing a "New Character" Displaced Wolf:
A new player is not allowed to start out the game with a character that is a displaced wolf. However, there is a list of qualities that must be met for a select few veterans of Paragon, whom already have characters on the game, that wish to take on this great burden as a "new" character:
Having a Currently Active Character on the game that has been around for at the very least; 90 days
The Ability to Role-Play to the Admins' standards (which are at the judgement of the admins)
Having no more than two other currently active characters on Paragon at the time of your request. This is something that should be taken very seriously, not just as a "side" character.
Providing a good, role-playing reason for said wolf that you wish to play to have been displaced. This does not count as "Oh they got bored with the pack and wandered off". Reasons must be well thought out and described in detail so we have a feel for what truly happened.
The Administrator has final say for all those that attempt to bring in a displaced character as a second or third one. We reserve the right to limit the wolves that are displaced from a pack at any one time, as it would not be survivable for too many to do so at once!
Becoming Re-affiliated:
It is actually quite a bit difficult to become re-affiliated with an element. This process must be done
in character and role-played out very carefully, paying attention to all details. It is not allowed for a character to simply
gloss over or bypass days of a ritual. There are several steps one must go through to do this:
Renounce all ties with a former pack! Unless of course, you are re-entering the pack you were displaced from, one must have been without their prior element for 14 days, or two weeks before attempting acceptance into another one! This IS OOC time that must be spent role-playing a wolf without it's powers. You MUST inform an Administrator when this time starts, so that we may keep track. Failure to do so may be failure of your wolf to complete the reaffiliation.
Apply for acceptance into the pack to the Alpha of said pack. Yes, this will require role-playing. Alphas do not have to accept displaced wolves into their pack to try and re-affiliate. Thus, a wolf will either need to show that they truly desire to aid the pack in some way, are truly dedicated to the element, etc. It is perfectly acceptable for an Alpha to impose special "regulations" on a joining wolf, outside of any that are listed on this page. After all, it is their pack! You MUST PM the Alpha of said pack in question personally to apply for acceptance as they will need to "meet" you out in the unclaimed lands and grant you permission to come into theirs if needed for the rituals.
Complete the pack's chosen ritual of reattunement. Each element has a ritual that must be completed to reattune oneself to the element again. This, also must be role played. Again, there is no guarantee of survival through this ritual, role-playing must be at the top of one's game to attain this!
Gain the acceptance of the Celestial in charge of that element. The Celestial will decide whether the wolf has done all that is needed to come into a new elemental set of powers. This is a final decision made by the Administration; which will reflect on your role-playing ability. Most generally, the Celestial, once the ritual is complete, will speak to the wolf in question with the final verdict. There is no guarantee that a wolf will succeed.
Rituals:
Each element has it's own ritual, most lasting anywhere from 3 days to an entire week:
Air ~
Earth ~
Fire ~
Lightning ~
Spirit
Air:
~A wolf will be told to travel to the Whistling Rock. However, before going to the Whistling Rock the wolf must find the ritual feather, which only the Alpha will know the location of. There will be a time limit of three days to find the feather and travel with it to the whistling rock. Through the journey they will experience the visions. Right before finding the feather they will have it's vision of the joy of flight and freedom. When they reach the Whistling Rock they will experience the second vision of an amorphous being made by the wind. At the end of that day after they reach the Rock the last vision of a bright, blinding light, will appear and the wolf will ideally feel that they have gained their acceptance. The last part will entail jumping off of the ridge, and if they've done everything right, the semi-transparent wings will form and they will be taken into the air.
(ie. The Celestial will guide the wolf into flight)
Earth:
~This ritual requires meditation for five days in the clearing of the great stone.
(Each day of the ritual should be at least one post by the wolf's player.) For each day there shall be a test that must be passed using nothing but one's own mind and available materials in the clearing.
Day 1: Go without sleep for an entire day/night cycle
Day 2: Fend off a 'bear' without spilling it's blood. (a test of mind and spirit)
Day 3: Find food without leaving the clearing, or calling out to the food in any way. (a test of skill)
Days 4-5: Meditation to receive a vision. Depending on what vision comes and the interpretation proves how worthy the wolf is for the gift of earth. This vision is granted by the Celestials.
Fire:
~This ritual requires first that the wolf stay for 3 days in the underground cavern, near the fissure. It is required that a Tinean that is protecting them to stay with them, or they could fall prey to another that might try to hamper their progress. While they are here, they must pray for a vision, pledging their ultimate loyalty and determination to this new element. Once they have received the vision, they must then return above ground, to stay for an entire day and night in the most dangerous area of the desert: the Rocky Expanse. This stretch of ground is in the northern part of the desert, almost to the border of the Amethyst Ridge, and is a treacherous area of land. For not only is it the warmest area of the desert, staying hot even through the night hours, it is on weak earth. At any moment, a hole may simply open up as the ground gives way beneath paws, threatening to drop a wolf several feet into the underground where they could become trapped, unable to find a way out.
(Each day spent by the wolf should be a separate post by the wolf's player.) At the end of this time, the wolf will once more be visited by Karrash for the final verdict.
Lightning:
~Beneath the Acropolis is the den of Toirniul, the Celestial of Lightning. There is one entrance, the cavernous opening that looks out across the ocean. Without the aid of flight, scaling the walls of the cliff from the beach far below is the only option. Between the winds of the ocean and the near omnipresent and thundering rains, climbing the rocky slope is difficult.
It is not, however, impossible. Should a wolf manage to climb the cliff and enter the den, it may call to the Orb of Tempests. The Orb, should it appear, materializes in the Celestial domain, swirling with its black etched surface hinting at the knowledge it contains. Only by unlocking its wisdom will the attunement begin. For three days, the wolf must subject itself to the pattern of storms, the sigils rewriting the core of its spirit and allowing the wolf the power to perform one simple task.
(Each day spent by the wolf should be a separate post by the wolf's player.)
When the three days have passed, a thundering echo passes through the cavern. And the wolf has but one thing to do: walk to the cave entrance and attempt to stride across the open air over the stormy sea below. If the wolf has brought itself into proper alignment, its desire will cause a path of blue energy to materialize from the sky above; if the wolf had failed, no bridge of energy will show.
(The Celestial will allow this energy path to exist.) Instead, the wolf simply falls to the oceans below and a possible death.
Spirit:
~The wolf lives in the alpha's den, who periodically (and these will be covered in IC threads that will last several OOC days) gets taught the ways of the spirit by said Alpha. Every so often, he or she asks some kind of pointless question that the student needs to find the answer to. Something like, "What is the nature of mist?" Through education, study, and seeking answers to pointless questions, the wolf evolves into that of spirit. The new spirit wolf also must learn the history of the pack. This involves learning the history of all the packs in Paragon: current and past. Unlike with the other re-attunement rituals, this one's success is based solely upon the Alpha of the Spiorad's verdict.
Pack Displacement:
Pack displacement does not happen often, but as was the case with the water wolves, it can be possible. OOCly, a pack will become displaced if they drop below
three active members at any one time. "New" packs are exempt from this rule for a time period of
two months from the official starting date of their pack. ICly, it is said that a pack becomes displaced when they either no longer worship the god/gods correctly, or are no longer dedicated to their element.
A pack becomes re-attuned to their element, able to re-take their packlands, by a particular ritual. This ritual usually involves a period of
one week of meditating and praying around the focus of the packlands. They must meditate on their element, and how it feels to be one with it, and pray to their gods to grant them the ability to use said element again. These rituals will be embellished upon when and if that happens; and will generally involve a plot centered around that pack!
There are some times when a pack is displaced, and may not lose their abilities. This is very rare, and will only be played out via plots decided upon by the Administration. :)
Questions?
Please, any questions, PM us or send us an email! Cheryl can be reached pretty much anytime via her Sylvan Shadows account, email or aim as posted on the Staff page.