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Welcome to the land of magic and intrigue, where wolves fly and come in all colors of the rainbow. Wolf's Requiem is a structured fantasy wolf roleplay based on species and rules for magic usage. Please be cautioned: this site is rated PG-13 and above for violence and sexual themes. Be sure to read the pinned topics in the Information Station before registering. If you are a guest and need help, post in our Maintenance.
Blue Tears | Night's Fire | Dark Coven | Dawn's Omen | Lone Wolves

Nov 20 Stage 3 is now open! Be sure to read all the rules for the prizes carefully. Lith, Eido, and Saph will be handling it this week while I'm away. If no stone is found before I return, I'll randomly select a thread to place it in when I get back. <3 Have lots of fun. Feel free to finish up your stage 2 threads. I'll be back Nov 30. {K}

Nov 13 I fixed a few of the trophy images. Mysterious Magic is a slighty different hue. I also brought back Spooky Jack (so you can get that if you participated this year or last year (or both). There is also an image up for the CCW (Magic Mayhem) for the winners of that. {K}

Nov 13 New skin! Hey, check out this discussion for Skin-Tastic Members. Hey guys, it's almost time for Never-Ending threads sign-ups. Here's an idea, also... why not put your player awards, character awards, and defunct character awards in your post log? I'm volunteering for anyone who wants, I'll format your post log like mine with your trophies. EXAMPLE. {K}

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 Characters, Also: Species and Demi-Gods
Wolf's Requiem
Posted: Nov 28 2007, 11:48 PM


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Joined: 26-May 06



Characters
colorations, attributes, and introduction to the species

Characters are allowed to wear jewelry, have tattoos/markings, or other attributes. Characters are also allowed to have unnatural mutations (eg horns, spikes, etc). We prefer the majority of a character's pelt to be a Natural Color but there is no rule against a completely Unnaturally Colored wolf. Markings, accessories, wing, and eye colors may be Natural or Unnatural.


Natural Colors
Natural Colors

Unnatural Colors
Unnatural Colors

The traits of each specie are the traditional attributes, meaning you do not necessarily have to follow the colors or temperment of the specie. It is up to you to design your character; however, we strongly advise you to adhere to the defining features of the species.
Wolf's Requiem
Posted: Apr 4 2008, 02:14 AM


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Joined: 26-May 06



Lithe
wolves of the Coven rebellion


  • Color: Gray, black, light brown
  • Build: Average sized but they tend to have a lighter frame and longer legs for traveling.
  • Temperament: Tend to be very civil and well mannered, they are smart and like to think things through before acting.
  • Defining Features: Acute sense of smell.
  • Origins: These were a group of scouts in the original Dark Coven pack, years ago. However, due to their submissive, calm nature, they were often abused by the larger pack members. Upset by their treatment, they led a failed revolt and ended up breaking away from the Dark Coven pack. Many were killed, but a few survivors made it away. These descendents are believed to be heavily mixed with Nyrcean blood, due to their slender build.
Nyrcean
wolves of the frozen north


  • Color: White, cream, light brown, gray
  • Build: Tall and lanky with very large paws.
  • Temperament: Very easy-going and tend to be very in tune with other’s emotions.
  • Defining Features:Always have light colored eyes, extremely long silky fur, and a long thin tail with long hair.
  • Origins: In order to migrate the vast tundra the Nyrcean's large paws and light build helped them to move quickly over the frozen ice and snow.
Skybix
wolves of the daytime sky


  • Color: Brown, white, silver
  • Build: Medium sized wolf, though they tend to have strong legs for landing. Skybix are built to catch prey and carry it off through the air.
  • Temperament: Tend to be serious and intelligent, they plan ahead for any situation that may come their way.
  • Defining Features: Wings ( most often feathered or butterfly) sprout from their shoulders.
  • Origins: Said to have been blessed with the power of flight by Alsana in the early days of the war. Alsana gave the Skybix the power of flight so that they could travel the earth in search of Narsha and his followers.
Nightix
wolves of the nighttime sky


  • Color: Black
  • Build: Lighter than their Skybix relatives, these creatures are built for speed and maneuverability rather than strength.
  • Temperament: Tend to be solitary creatures, though form strong family groups based on respect, tending to discuss problems rather than fight.
  • Defining Features:Wings (most often dragon or bat). Also, they usually have large eyes built to see in the dark, some tend to have feathers along their back, and longer talons for capturing prey.
  • Origins: Descended from a group of Skybix that were banished to the deserts, the Nightix kept to the night to survive from the heat, where their dark coloration was useful and highly prized.
Aiienli
wolves of the desert burrow


  • Color: Tan, red, yellow, dark brown
  • Build: Extremely small, though have large paws for digging; sometimes mistaken for yearlings.
  • Temperament: Very social and friendly towards others, they show extreme loyalty to their family, often forming tight-knit groups.
  • Defining Features: Very short fur, slender muzzle, and extremely large round ears.
  • Origins: Living in the deserts, the Aiienli dug vast tunnels and den systems beneath the ground to escape the heat. Still today they tend to make community dens with the entrances well guarded.
Ibernus
wolves of the rugged mountains


  • Color: Red, black, orange
  • Build: Extremely large and heavy; very muscular.
  • Temperament: Less social than other wolves, some tend often to be very violent.
  • Defining Features: Extremely large paws and tough claws for balance, known for having black markings on their body as families will often brand their young with tribal markings.
  • Origins: Making their home in the high mountains, their coloration did little to help them survive. However, their strong build helped the Ibernus to climb the rocky slopes and capture prey. They value tradition and bloodlines.
Wolf's Requiem
Posted: Dec 24 2008, 11:31 PM


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Joined: 26-May 06



Species Modifiers
modifiers and correctly naming species

Modifiers are words that are added on to your main species that help add extra attributes to your character. There are four species modifiers: Coven, Demigod, Asterni, and Ghost. Here is an example of naming the species of your character using all four species modifiers. To create your species, just delete the unneeded modifiers and change the name of the main species (which is in bold):

Coven Ibernus Asterni Demigod Ghost

Asterni Virus
the shapeshifting gene

The Asterni virus allows the bearer to shift into the form of a human. The human appearance is relative to the age of the wolf (e.g. an old wolf will look old in human form). Pups under one year of age are unable to shift forms.
  • Origins: The Asterni Virus originated from the blood of Narsha. During his earliest days, hiding from Alsana, he discovered he could turn into a human. Being careless and unable to control the disease, he spread the ability to those he wounded in battle. Later on he learned to control the disease, and now it can only be spread through blood-to-blood contact (very rare, a large amount of infected blood has to enter the other wolf's body for this to succeed) or intercourse (such as during mating).
Coven Blood
the legacy of the Dark Coven

Coven wolves are usually stronger/faster than other 'normal' species and usually fall into one of two categories: light and fast (being able to jump taller heights and sprint long distances) or heavy and strong (being able to crush bones in their jaws and carry extremely heavy weight). Due to their unique history, Coven wolves must be born descended from an existing Coven wolf character on our site. Please ask an admin before creating a Coven wolf.
  • Origins: The Dark Coven pack originated in the farth north of the polar region. In this land, Alsana chose her group of most devout followers to be her 'chosen ones' and they became the Coven. The Coven stresses highly selective breeding and usually the strongest/highest ranked wolves are allowed to breed. Coven wolves usually value pure-blooded pack members over non-Coven members, regardless of rank.
Demigods
descendants of the gods

Demi-gods are a limited character, and only a certain number are available at any one time. A higher level of activity is expected from Demi-Gods and these positions aren't usually given to new members. Keep an eye on the Lounge for announcements about auditions.

A Demi-God is a wolf directly descended from a cross between Narsha and a mortal, or Alsana and a mortal. These wolves are exceptionally powerful, having one power at the IX (ninth) tier. Demi-Gods can accumulate powers like a regular wolf, but tend to gain powers less frequently due to their magical strength. Demigods gain one tier every month starting at three months of age (eg. four months is tier II, five months is tier III) until they reach the ninth tier.

Demigods age slower than regular wolves, maturing into adulthood at the age of 2 years, but tend to live up to the age of 14 years. Demigods suffer from infertility and rarely have more than two pups in a litter. Stillborne pups and miscarriage is very common. The children of demigods will also carry the blood of Narsha or Alsana, but will not necessarily inherit the demigod status or power. Most pups from demigods are born as normal wolves.

Ghosts
everything about ghosties

Due to a portal being opened to the Netherworld by a young necromancer named Essha Takahashi Romeno, ghosts have started appearing in the world where they did not before. Previously, ghosts only existed when a necromancer summoned them. Now ghosts roam the lands freely just as a normal wolf would. Ghosts usually appear exactly as they did as mortals except their form is semi-transparent. Ghosts can concentrate their energy and become 'invisible' for brief periods of time. Existing in this non-visible state is extremely exhausting and many ghosts do not do this. Ghosts can also phase (or walk through) things that are on the mortal plain

Ghosts are almost exactly like living wolves except they exist on the ghostly plain. Beings cannot interact physically with things not on their own plain of existence, so mortal wolves cannot bite a ghost, and ghosts cannot bite mortal wolves, etc. Magic, however, can effect mortal and ghost wolves equally. This means ghosts can die, in a sense, if they are harmed physically by another ghost or by magic. When a ghost is injured, they heal just as a normal wolf would. Ghosts do not age though. They remain at the age they were when they first became a ghost.

Ghosts can return to a mortal form if a tier VIII Necromancer performs a spell on the ghost under the light of a crescent moon. Once returned to the mortal plain, if the character dies, he/she can never become a ghost again. Ghosts also cannot have pups (often this is the reason for ghosts wanting to be mortal again).

Ghosts are a restricted character and are only available for creation at certain times. Currently, ghosts are OPEN.


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Wolf's Requiem founded on March 27th, 2005 by Korin Xyla. Wolf's Requiem is currently owned by C. Flynn. All text, images, html, graphics, content, etc. are copyrighted to individual owners. Do not reuse without permission. Current Version: Dark Storm skinned by Korin.


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Nugget says, " Her eyes shifted from side to side, looking at stones stacked together, vines hanging from trees. What caught her eyes was the stones. Why were they like that, she had never seen anything like it before... "