Petrichor #129115
Hello, I am Petrichor! (One of five Petrichors here on Wolvden last time I checked, haha) I would love to be referred to with gender neutral pronouns, specifically they/them!
I am trying out a realistic style wolf pack with the Lupine Tip pack. I was heavily inspired by Morbid and her Alhavenlan Pack, check her out here: link. You can also find out about the base Wolvelocke challenge here: link!
On top of that I am collecting wolves that fit the theme for the fears in the podcast The Magnus Archives. You can find these wolves in the Fifteen Fears cave.
(Note to self: For profile picture, use the site postimages.org and rescale the picture to 100x75 (avatar))
My Wolvlocke Rules
(Last updated: 31.08.2024)
General & Other
- The Game Assigned Lead should have the talent Strong Bonds to compliment the rules around amusement items
- The talents Den Parent and Natural Hunter are not allowed as they influence pup survivability and hunting success
- There are no punishments for breaking the rules, don't worry about it
- All wolves in a pack must be kept in one and the same cave at all times
Hunting
- Each pack has one biome that they hunt in and they generally do not leave it to hunt elsewhere. The pack can switch biomes though, but only when that year's pups are adolescents or older (they are otherwise too small to travel).
- Hunting teams can only be made up of pack members. They can be organised based on personality if the pack has enough wolves for that
- If it is possible for all wolves in a pack to be in the same hunting party then they are not allowed to be split up. However, hunting parties are allowed to be made up of less than five wolves.
- Each hunting team is only allowed to hunt twice per rollover.
- The hunting teams are allowed to hunt even if the pack is already full. (To help the pack gain proficiency)
- The hunting party has to go for the largest trail possible every hunt.
- Food is only able to be eaten on the day it was hunted.
- Wolves are only allowed to eat one piece of food at a time (though the hoard) in order of highest to lowest stats; this includes pups.
- Food and amusement items that are found by the wolf and given the the Game Assigned Lead Wolf may be used by the wolf who found them. This also applies to pups.
- Adolescents may come along on hunts and train in any position but only with their natal pack (if the hunting teams have already hunted twice then adolescents have to wait until next rollover).
Amusement
- Pups and adolescents can play with amusement items every other rollover without having had to find them themselves. (fun-loving pups!)
- Adult wolves are only allowed to play with items that they find themselves no matter their mood percentage.
- Mood is, other than through toys, gained by socialising with pack members (This is why it is recommended that the Game Assigned Lead has the talent Strong Bonds to lose 5% less mood every rollover)
- If your lead for any reason cannot have the Strong Bonds talent then give a wolf the amusement items they need to get to 100% whenever they also reach 100% food (100% food makes them content and happy)
- If a pair bond is broken the remaining wolf may be given 3 uses of amusement items to get them to 30%, then they have to stay around thirty until they either find their own items or they get a new mate (or if you decide to let them go and use completely new breeders then do whatever).
Illness
- Deadly illnesses are always fatal; wolves are not allowed to be cured of these (Distemper, Poison, Infection, Heatstroke; Pox for pups)
- Non fatal illnesses have different chances of being cured depending in the age of the wolf. Roll every rollover after contraction to see if they can be cured (table below)
Non-lethal illness recovery rate by age
0-5 months - 1 in 4
6-11 months - 1 in 3
1 year - 1 in 2
2 years - 1 in 2
3 years - 1 in 2
4 years - 1 in 3
5 years - 1 in 3
6 years - 1 in 4
7 years - 1 in 5
- Any illness, whether contracted during rollover or while hunting has to wait until the next rollover to have the chance to be diagnosed and healed. Basically it can't be healed immediately.
- If a wolf drops to 0 HP it dies and must be chased or sent away from the pack. However, if a wolf gets an open wound they can be healed using one healing salve the rollover after they got injured (not immediately). If their HP reaches 0 again after the healing salve has been applied they die and must be removed from the pack.
Aesthetics
- Breeders should look as close to real wolves as possible. If getting a realistic wolf is too expensive then just try your best to follow the rules below.
- Unnatural/fantasy eye colours are not allowed on breeders (ex. Red). Colours like yellow, amber, orange, brown eyes are preferable.
- Bases, markings, skin, claws and nose should have neutral colours like grey, brown and black.
(- All heirs must have a black tail tip marking. Preferably in a low slot and with a strong percentage.)
Packs, Breeding and Dispersal
- Wolves are only allowed to breed when they are around 1 + X years and 10 months. Where X can be 0,1,2,3… If you want to you can try lining this up with the in game time if year so that breeding occurs in winter and pups are born in early spring.
- Wolves can start dispersing from their natal pack at 1 year and 6 months old but is more common around the ages 3 years and 6 months to 5 years and 6 months. The player gets to decide if and when a wolf disperses. Perhaps some personalities are more likely to. (In the wild young wolves often try dispersing but fail to find a mate and subsequently return to their natal pack again for a few months. This is a bit of a hassel to do in Wolvden though so we'll skip that.)
- It is possible for wolves to breed without having dispersed from their natal pack while their parents are still leading the pack but they need to have the personality sneaky.
Pregnancy and Pups
- Pregnant wolves can be nested at any point during pregnancy, there are no set rules
- Wolves who have just given birth cannot participate in hunts until the puppies are 1 ½ months old (when they go from newborns to young pups)
- Pupsitters are not allowed to watch the pups
- Pups may be trained in any stat but only by members of their pack
- The pack is not allowed to adopt pups from the enclave or from other packs
Here is a digital die to roll
(link)
The Legacy of The Lupine Tip Pack
The first breeding pair
Pond - Offspring of Lead Rainfall and Fae
Olova
First litter - Born in the Grasslands
Toad (Survived to adulthood)
Tidal (Survived to adulthood)
Horizon (Died of starvation as an adolescent)
Unnamed pup (Died as a young puppy)
Second litter - Born in the Grasslands
Tadpole (Survived to adulthood)
Lightning (Survived to adulthood)
Åska (Survived to adulthood)
Unnamed pup (Died as a young puppy)
Third litter - Born in the Grasslands
Unnamed pup
Unnamed pup
Unnamed pup
Unnamed pup
Fourth litter - Born in the Grasslands
Lake (Survived to adulthood and dispersed at age 2)
Tarn (Survived to adulthood)
Ice (Succumbed to illness as a pup)
Fifth litter - Born in the Grasslands
Björk
Gran
Ek
I am trying out a realistic style wolf pack with the Lupine Tip pack. I was heavily inspired by Morbid and her Alhavenlan Pack, check her out here: link. You can also find out about the base Wolvelocke challenge here: link!
On top of that I am collecting wolves that fit the theme for the fears in the podcast The Magnus Archives. You can find these wolves in the Fifteen Fears cave.
(Note to self: For profile picture, use the site postimages.org and rescale the picture to 100x75 (avatar))
My Wolvlocke Rules
(Last updated: 31.08.2024)
General & Other
- The Game Assigned Lead should have the talent Strong Bonds to compliment the rules around amusement items
- The talents Den Parent and Natural Hunter are not allowed as they influence pup survivability and hunting success
- There are no punishments for breaking the rules, don't worry about it
- All wolves in a pack must be kept in one and the same cave at all times
Hunting
- Each pack has one biome that they hunt in and they generally do not leave it to hunt elsewhere. The pack can switch biomes though, but only when that year's pups are adolescents or older (they are otherwise too small to travel).
- Hunting teams can only be made up of pack members. They can be organised based on personality if the pack has enough wolves for that
- If it is possible for all wolves in a pack to be in the same hunting party then they are not allowed to be split up. However, hunting parties are allowed to be made up of less than five wolves.
- Each hunting team is only allowed to hunt twice per rollover.
- The hunting teams are allowed to hunt even if the pack is already full. (To help the pack gain proficiency)
- The hunting party has to go for the largest trail possible every hunt.
- Food is only able to be eaten on the day it was hunted.
- Wolves are only allowed to eat one piece of food at a time (though the hoard) in order of highest to lowest stats; this includes pups.
- Food and amusement items that are found by the wolf and given the the Game Assigned Lead Wolf may be used by the wolf who found them. This also applies to pups.
- Adolescents may come along on hunts and train in any position but only with their natal pack (if the hunting teams have already hunted twice then adolescents have to wait until next rollover).
Amusement
- Pups and adolescents can play with amusement items every other rollover without having had to find them themselves. (fun-loving pups!)
- Adult wolves are only allowed to play with items that they find themselves no matter their mood percentage.
- Mood is, other than through toys, gained by socialising with pack members (This is why it is recommended that the Game Assigned Lead has the talent Strong Bonds to lose 5% less mood every rollover)
- If your lead for any reason cannot have the Strong Bonds talent then give a wolf the amusement items they need to get to 100% whenever they also reach 100% food (100% food makes them content and happy)
- If a pair bond is broken the remaining wolf may be given 3 uses of amusement items to get them to 30%, then they have to stay around thirty until they either find their own items or they get a new mate (or if you decide to let them go and use completely new breeders then do whatever).
Illness
- Deadly illnesses are always fatal; wolves are not allowed to be cured of these (Distemper, Poison, Infection, Heatstroke; Pox for pups)
- Non fatal illnesses have different chances of being cured depending in the age of the wolf. Roll every rollover after contraction to see if they can be cured (table below)
Non-lethal illness recovery rate by age
0-5 months - 1 in 4
6-11 months - 1 in 3
1 year - 1 in 2
2 years - 1 in 2
3 years - 1 in 2
4 years - 1 in 3
5 years - 1 in 3
6 years - 1 in 4
7 years - 1 in 5
- Any illness, whether contracted during rollover or while hunting has to wait until the next rollover to have the chance to be diagnosed and healed. Basically it can't be healed immediately.
- If a wolf drops to 0 HP it dies and must be chased or sent away from the pack. However, if a wolf gets an open wound they can be healed using one healing salve the rollover after they got injured (not immediately). If their HP reaches 0 again after the healing salve has been applied they die and must be removed from the pack.
Aesthetics
- Breeders should look as close to real wolves as possible. If getting a realistic wolf is too expensive then just try your best to follow the rules below.
- Unnatural/fantasy eye colours are not allowed on breeders (ex. Red). Colours like yellow, amber, orange, brown eyes are preferable.
- Bases, markings, skin, claws and nose should have neutral colours like grey, brown and black.
(- All heirs must have a black tail tip marking. Preferably in a low slot and with a strong percentage.)
Packs, Breeding and Dispersal
- Wolves are only allowed to breed when they are around 1 + X years and 10 months. Where X can be 0,1,2,3… If you want to you can try lining this up with the in game time if year so that breeding occurs in winter and pups are born in early spring.
- Wolves can start dispersing from their natal pack at 1 year and 6 months old but is more common around the ages 3 years and 6 months to 5 years and 6 months. The player gets to decide if and when a wolf disperses. Perhaps some personalities are more likely to. (In the wild young wolves often try dispersing but fail to find a mate and subsequently return to their natal pack again for a few months. This is a bit of a hassel to do in Wolvden though so we'll skip that.)
- It is possible for wolves to breed without having dispersed from their natal pack while their parents are still leading the pack but they need to have the personality sneaky.
Pregnancy and Pups
- Pregnant wolves can be nested at any point during pregnancy, there are no set rules
- Wolves who have just given birth cannot participate in hunts until the puppies are 1 ½ months old (when they go from newborns to young pups)
- Pupsitters are not allowed to watch the pups
- Pups may be trained in any stat but only by members of their pack
- The pack is not allowed to adopt pups from the enclave or from other packs
Here is a digital die to roll
(link)
The Legacy of The Lupine Tip Pack
The first breeding pair
Pond - Offspring of Lead Rainfall and Fae
Olova
First litter - Born in the Grasslands
Toad (Survived to adulthood)
Tidal (Survived to adulthood)
Horizon (Died of starvation as an adolescent)
Unnamed pup (Died as a young puppy)
Second litter - Born in the Grasslands
Tadpole (Survived to adulthood)
Lightning (Survived to adulthood)
Åska (Survived to adulthood)
Unnamed pup (Died as a young puppy)
Third litter - Born in the Grasslands
Unnamed pup
Unnamed pup
Unnamed pup
Unnamed pup
Fourth litter - Born in the Grasslands
Lake (Survived to adulthood and dispersed at age 2)
Tarn (Survived to adulthood)
Ice (Succumbed to illness as a pup)
Fifth litter - Born in the Grasslands
Björk
Gran
Ek
Member Information | ||
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Name | Petrichor | |
Pack | Oakgrove Pack | |
Lead Wolf | Skogsbryn | |
Joined | 2023-10-02 | |
Last Active | 1 week ago |
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Groups |
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