WELCOME
Hello and welcome to Artha!
Artha is a land of mystery, discovery, and adventure.
An open world experience where characters and members
alike can stretch their imaginations to shape the world.
Like any world, there are laws, and while some are common
sense (such as gravity) others must be learned through
study. This Handbook will describe everything you need
to know about Artha, in great detail.
However, we understand that this is a lot of information
to absorb, and that it can be hard to know where to even
begin. To help, this guide has been created to explain
the gist of the site, the basic rules and knowledge you
need to begin, and how to get started.
Of course, there will always be questions. Staff and
members are happy to answer any questions you might have,
and you can pose them in several ways; In the Contact
The Staff board, sending a private message to a staff
member, or posting in the Questions channel on the
official discord.
What is Artha?
A fictional land, set somewhere in time and space. In short,
there is much more that we don't know about Artha than
we do.
We know that it is similar to Earth, except that humans never
existed and the terrain, while the geographical regions are the
same, is not laid out as we know it. Deer are still deer, grass
is still grass, but there are no familiar landmarks that you would
find on Earth. Other than that... we just don't know.
We aren't even sure how exactly wolves get into Artha.
It seems that wolves just simply appear in the Center--close
your eyes and when you open then, poof, you're in Artha--but
yet no one has seen it happen. There is always a blink or a yawn
or something that otherwise obscurs the vision if someone is trying
to spectate an arrival. It's the strangest thing...
From an OOC standpoint, Artha is a site that is designed for the most
stalwart, the most dedicated, the most unique of invidiuals. Creativity
is not limited by the Handbook, but merely given an atmosphere wherein
it is challenged to think outside the box. We understand Artha may not
be for everyone, but everyone may be for Artha.
How To Get Started
First, it's important to understand the atmosphere of the site and its
community. The General tab of the Handbook gives more specifics,
including rule 03 which details that we do not allow or tolerate any
form of bullying, harassment, discrimination, etc. To expand on that, we
really strive to have Artha be warm, inviting, and helpful. We want to
foster an environment where anyone can exist comfortably, without fear
of judgement or alienation.
Next, there are a few specific tabs of the Handbook that are important for
those just starting out. The General tab will explain important OOC rules,
a must-read for beginning on Artha. After that, reading the Accounts and
Characters tabs will each give you vital information on OOC and IC accounts, and
what we allow for characters on site. After that, the Timeline tab will give
you an understanding of how IC time flows in relation to OOC time, and travel
time between lands for characters. Of course, the other tabs such as Breeding
and Fighting can be important for first-timers, but that may depend on a
character's personality. If you don't intend to leap straight into battle or
babes, you can simply skim the rest of the tabs and come back when you need
more specific information.
This guide is unfinished! (forgot to put that here...)
Please note: All handbook information, rules, guides, rubrics, etc.
are copyright to Artha. Copying is prohibited.
GENERAL RULES
01. Proboard's Terms of Service state that
users must be 13+ to join the forum. If you
are younger than 13 you can't join. If we
find out that you have joined anyway you will
be banned immediately and permanently.
We have zero tolerance for breaking ToS, as
it can result in the entire forum being
taken down.
02. This forum is rated PG-13 for violence
and cussing. Said violence and cussing is
contained within the roleplay, and should
never be directed to a fellow member or staff.
Being rude or offensive can get you banned
permanently.
03. We do not allow any form of bullying,
harassing, bigotry, discrimination, superiority,
or anything else of the like. This site is
carefully constructed to remove the hatred, the
belittling, and the cliqueing that can be an
issue elsewhere in life, and just allow
people to come together to enjoy each others'
company and some fun roleplay. Breaking this
rule will result in serious consequences,
up to and including banning from the site.
You will receive only one warning.
04. Be polite! We want to foster a friendly
and engaging community, here, so help us do that
by being considerate and kind.
05. We have a minimum post limit of 10
sentences. We want Artha to be a haven for
roleplayers of all skills and, as such, we do
enforce this rule. If you find yourself
struggling to meet the minimum, feel free to
ask other members and staff for advice. We're
here to help make this site a fun place to
escape life for a bit.
06. Powerplaying, godmoding, metagaming,
etc. is not allowed within the roleplay on Artha.
First offenses are taken lightly, but repeat
offenses can result in loss of posting privileges
and, eventually, suspension or bans.
Powerplaying is defined as "playing another
member's character without their permission."
Permission can be given, but must be documented
in a screenshot or public, unedited, post, for
staff to easily see.
Godmoding is defined as "playing a character that
can never be harmed or destroyed, that can also
harm and/or kill other characters without
giving them a chance to react." Each move must
give time for the other character to react,
especially in fights.
Metagaming is defined as "using outside knowledge
for personal gain or advantage." While you, the
member, may know that a snake is hidden in the
bushes, your character may not and cannot
suddenly gain this knowledge with no feasible
explanation.
In summary, "do unto others as you would have done
unto you."
07. Respect the photographer's rights to
the photo they captured/created. It's illegal
to use an image as your character's reference
that you haven't gotten permission for or that
isn't listed under a Creative Commons License.
Tables/avatars/signatures/any gift art, if
recycled from a forum which is not Artha,
please at least credit the creator as a courtesy.
Any member found using copyrighted images
without permission will be warned only once.
Suspension and/or banning may result for
repeat offenses.
08. In the collapsible container on the right side
of the site, with the label of "chatbox", we have a widget
of our Discord server for members to hang out in. Use of
the Discord means you agree to be bound by all site rules and all
rules posted on the server.
09. As Artha lives and ages, rules might be
tweaked or updated. We will keep you updated
if this happens, but it's still a good idea
to browse the Handbook every now and again.
ACCOUNTS
01. Artha is a one-character-per-account forum.
This means that you can only have one character
per account. While you are not strictly required
to create an OOC account, our OOC boards cannot
be posted in by any other usergroup, so it is
encouraged that you do have an OOC account so
that you have access to post in the OOC areas.
Once you've created an account, please post in
the Updates board so that it can get put into
the correct member group.
For OOC accounts: Your username should be whatever
you want your OOC name to be, but perhaps a
shortened version if you have a long name,
whatever you're comfortable with. Your display
name can be whatever you want, though most
members tend to stick with their full OOC name.
You can add any number of symbols to your display
name. Make it you!
For IC accounts: Your username should be your
character's first name only. This makes it easier
when someone goes to tag you in a post. Your
display name can be your character's first name,
full name, or first and last name. Please do not
add symbols to your IC display name. This makes it
easy to distinguish between OOC and IC accounts,
and helps to keep things neat.
Please note: Usernames, once set, cannot be
changed, even by site administration. Display
names can be changed at will.
02. There's no limit to how many characters
you can have, but they all need to be active.
If you feel overwhelmed you can always adopt
some out to other roleplayers, or put some
on hold for awhile. Just make sure that you notify
staff so that they aren't counted as active
members of a pack, group, etc.
03. To make sure all accounts are active, regular
Activity Checks will be held. Failure to respond to
an Activity Check will result in an account being
ungrouped (and therefore unable to post except to
be reinstated) for 2 weeks. If the account has not
been reinstated after 2 weeks, it will be deleted.
This allows a grace period for those who have been
pulled away by real life, but also helps keep the
load of stagnant accounts down.
04. Proboards Terms of Service restrict accounts
from being shared between multiple people. Staff on
Artha will never ask you for your login information.
Do not share it with anyone else, even if you
trust them. This will keep your account and any
personal information safe!
CHARACTERS
01. Artha is a wolf roleplay site. As such, we only
accept wolf characters, and these must be true wolves.
True wolves are members of the Canidae family; Specifically
the species Canis lupus or a subspecies of Canis lupus,
excluding Canis lupus familiaris, which is the domestic dog,
and Canis lupus dingo, which is the Australian dingo.
However, it is important to note that we do not use specific
breeds on Artha, we just call the characters wolves.
02. Every character's profile will double as the
initial application for acceptance, and the running
biography that can be updated based on IC occurences.
Personalities and appearances require 10 sentences for
approval. Histories are optional. After a profile is
reviewed by staff and accepted, a member of staff
will create a thread in the Updates board for that
character. Every thread will have the basic
information about the character listed at the top,
and this thread will be used to keep track of points,
items, etc. All you need to do to update this thread
is reply in the thread with whatever updates
(along with proof) that need to be documented.
03. Your character must be accepted before you can
roleplay. While we understand that it can be an
anxious wait, we ask for your patience while we make
sure that characters don't break any rules, or stretch
the limits of our brand of realism. Given that staff
is on every day, it shouldn't be very long before
your character is accepted. If you find yourself
having waited three or more days without your
account being reviewed, please contact a staff
member immediately. You will receive a PM after a
member of staff reviews your account, to let you
know if the character is accepted or needs to be
tweaked.
04. There are no name claims or reservations.
It is up to you whether you want to avoid using
a name that is already being used (or was used
previously). The likelihood of two wolves having
the same names is low, but it is also important to
remember that the name does not make the
character, so having the same name doesn't mean
much.
05. There is no minimum age limit when creating
a character. They can be fresh from the womb
when they come to Artha, if you want. However,
you must be aware of the very high risk of death
that comes with youth. If you choose to create a
young character, you are accepting the fact that
it very likely will die.
06. A character is considered a pup until they
reach 1 year of age, a teenager from 1 year to
2 years of age, a young adult from 2 years
to 4 years of age, an adult from 4 years to
8 years of age, a declining adult from 8 years to 10
years of age, and an elder (or senior) from
10 years until death. Death (from old age)
typically occurs around 12 years.
07. As we are a semi-realistic site, we do not
allow anything unnatural on characters--such as
primary/neon pelt/eye colors, wings, horns, etc..
However, we do allow unusual markings, pelt/eye colors,
and so on. To help avoid confusion, we have defined
unnatural vs unusual as it will apply to this site:
Unnatural is what cannot be possible on a wolf in
real life, even in uncommon situations, with genetic
mutations, or through selective breeding.
Unusual is what can be possible on a wolf in real
life in uncommon situations, with genetic mutations,
or through selective breeding.
While natural markings/colors are free, certain
unusual markings/colors must be purchased from the
store before a character can be created with them. These
include, but are not limited to, achromia or leucism for
white characters, piebald for characters with white markings,
melanism for black characters, and heterochromia for
characters with two different eye colors. Please see the
store for more information, and don't be afraid to ask
questions!
08. Below are listed all the available coat and
eye colors for characters on the site. As stated
above, some coat colors, or eye color combinations,
must be purchased from the Store. All coat/eye
colors must fall into one of the below color bars.
Eye Colors
Brown
Yellow
Orange
Green
Blue
Grey
|
|
Coat Colors - Free
|
Coat Colors - Purchase
|
09. Rather than having specific breeds or
species of wolf, or specific body build or type,
we give you free-reign and ask you to use some
common sense. A character can be any height
between 25 inches and 38 inches, always measured
at the shoulder, and can be any weight between
45 pounds and 150 pounds. Just keep in mind the
ratio of weight and height, so as to avoid having
a character that would be unrealistic in
proportion.
10. Pregnancies can only be created through
roleplay. Female characters cannot be created
pregnant, nor can they fall pregnant to an unknown
male without proper IC development.
TIMELINE
01. Artha runs on a timeline. This means that
threads are timestamped according to the date of
the first post in the thread. All events within
that thread will take place before a thread with
a later timestamp. This also means that you must
be aware of how quickly a character can travel
across Artha. They can't be on the eastern edge
one day, and on the western edge later that same
day.
Example: A thread is posted on May 1st, at 9am. A
second thread is posted on May 1st, at 10am. In
the first thread a fight happens, which results in
injuries, but the specific posts for the fight
don't happen until a few days later. In the second
thread, the character would still be injured, from
the beginning, for the entire thread, and the
injuries would still be fresh.
Example: A thread is posted on June 7th. A second
thread is posted on June 10th. In the first thread
a character is meeting with their alpha. The thread
continues over a few days. During that time, the
same character learns information in the second
thread. Now, even though the character has learned
this information, they cannot share it with their
alpha in the first thread. As, in the timeline,
they would have learned it after the meeting.
02. Every season will last 6 weeks.
Which means that one IC year is equal to 24 weeks
(approximately 6 months) real time, and each RL
day is equal to 2 IC days.
03. All characters must age with the IC year.
Each season is approximately 3 IC months, so character
ages can be updated per season or per year,
whichever you prefer.
04. A character is considered a pup until they
reach 1 year of age, a teenager from 1 year to
2 years of age, a young adult from 2 years
to 4 years of age, an adult from 4 years to
8 years of age, a declining adult from 8 years to 10
years of age, and an elder (or senior) from
10 years until death. Death (from old age)
typically occurs around 12 years.
05. It is required to allow an appropriate amount
of IC and RL time to pass for a character to travel across a
land. Without training in the Speed stat, it will take
a character two IC days (24 RL hours) to travel across
a land. Keep this in mind when considering putting your
character in threads that take place in different lands
and at different times.
06. Time required to travel is waived when answering
a fight challenge.
BREEDING
01. Any character wishing to reproduce must meet
a few requirements before they can breed for pups:
A. Both characters involved must belong to
different members.
B. Both characters must be at least two years
old, but no older than ten years.
C. There must be a male and a female, and both
must be fertile, unless the Fertility store item is
being used.
D. Both characters must have been in at least
three threads together, with five posts each per thread,
and have had direct interaction in at least two of those
threads.
02. Rape is allowed conditionally. Either both
parties must agree OOC beforehand, or a fight
to rape must be fought, and won, by the rapist.
If the victim wins that fight, the rape does not
happen.
03. There is no specified birthing or
breeding season. A wolf may mate at any time
of the year, but each season carries its own
risks for pregnancy and birth. Winter is the
most dangerous time for a wolf to be pregnant
or to give birth in, as the scarcity of food
and the harshness of the weather can lower
immune systems and make starvation and
disease/illness a serious risk. Without training
in the Health stat, a wolf only has a 15%
chance of birthing a healthy litter in Winter.
04. Both males and females may breed as many
times as they wish, but females may only become
pregnant once per IC year. If a miscarriage
happens, the female may mate again after a
two week recovery period.
05. Breeding may occur anywhere you want and
may last as long as you want but there is to be
absolutely no graphic breeding. If you don't want
to roleplay the breeding, you may simply agree
in character (i.e. wolf asks "you want to have
pups?" other wolf answers "yes.") and skip the act
and/or fade to black.
06. In order to be considered valid for pups,
a breeding thread must meet certain requirements:
A. The breeding must have been completed IC.
The thread itself does not have to be complete.
B. The thread must be turned in for pups within
one week from the creation timestamp.
07. Once you have bred, go to the Babies
board and post the parents' stats and wait for
the Stork to drop off the stats for your
offspring. To add some spice, staff members and
chosen Storkers will give stats for pups, up
to and including health and appearance.
08. Gestation takes four RL weeks, equivalent
to eight IC weeks (as wolves in real life have a
gestation period of around 9 weeks), and the pregnancy
period will begin on the timestamp of the breeding
thread, once it's been approved. During this
time the female must be roleplayed as pregnant.
At the end of the four weeks the litter can be
born. Birthdates will be provided when the Stork
delivers the litter's stats to help avoid
confusion.
09. A wolf may become pregnant at any time,
even when a pack has reached its resource limit.
The pups will not pull on resources until they
become teenagers at 1 year old. Once the pups
reach the teenage life stage, however, the pack must have
resources to support them. If the resources are
not available, then the pups (now teenagers)
will be forced out of the pack and made into
loners.
10. When born, pups who will not be played by the
parents' roleplayers can be put up for adoption. While
waiting to be adopted, the parents' roleplayers may
roleplay the pups from the parent(s) account as NPCs until
the pups are weaned at 2 months of age. If no one adopts
the pups by the time they are weened then the pup(s) will
die, and be unplayable in the future. This can be explained
IC as something like they wandered off, got lost, or were
outright killed, however you wish to say it, but they will
ultimately be considered dead.
Genetics Guide
All characters here on Artha have a genetic code, based on
their gender, coat color, eye color, and certain genes that
exist on the site. This code is decided once a character is
created or born and cannot be changed, even with a purchase
of Change Attribute. When a character mates for pups, their
code is compared against their partner's code, to create a
code for each of their pups. A pup's genetic code defines
their physical attributes and genes, i.e. their appearance
and health.
To make it easier to understand, we will break down a genetic
code into each of its categories, and go into detail of what each
category means.
Gender
The first part of a genetic code is gender. There are five
possible genders on Artha, and each has a specific gene
attached to it:
Male - xy
Female - xx
Sterile male - yy
Sterile female - xyy
Intersex - yyy
When two characters mate--and remember that sterile characters
can buy and use the Fertility item to produce pups--their genes
are placed into a Punnett square to determine the percent chance
for each of their pups to become a specific gender.
For those who are curious, we've gone through and listed all
the possible combinations of genders and the percent chances
for each combination. You can find those in the scroll box
below.
Male x Male
- 25% female (xx)
- 50% male (xy)
- 25% sterile male (yy)
Male x Female
- 50% female (xx)
- 50% male (xy)
Male x Sterile Male
- 50% male (xy)
- 50% sterile male (yy)
Male x Sterile Female
- 25% female (xx)
- 25% male (xy)
- 25% sterile female (xyy)
- 50% intersex (yyy)
Female x Female
- 100% female (xx)
Female x Sterile Male
- 100% male (xy)
Female x Sterile Female
- 50% female (xx)
- 50% sterile female (xyy)
Sterile Male x Sterile Male
- 100% sterile male (yy)
Sterile Male x Sterile Female
- 50% male (xy)
- 50% intersex (yyy)
Sterile Female x Sterile Female
- 25% male (xy)
- 50% sterile female (xyy)
- 25% intersex (yyy)
Eye Color
Next in the genetic code is eye color. This is where things
start to amp up, and can take a bit more to understand. So
bear with us as we try to walk you through it.
When a character is created--not born--on Artha, it's up
to the roleplayer to decide which eye color they have. Staff
will then look at the following list of eye colors and their
associated genes and use a random number generator (we
use random.org)
to decide which gene that character will receive for
their eye color.
Why is that important? Well, each gene for a color carries a
recessive for another color, excepting the first listed gene
which is considered 'pure' because it carries it's own recessive.
The colors are listed in descending order of most to least
common, hence the colors have fewer genes the further down you
go.
Why is that important? When two characters mate for pups,
their eye color genes are placed into a Punnett square to
determine what their pups will have. This means that if one
parent is carrying a recessive for a different color, it's possible
that the pup will have that color. We have not yet mapped out
each possible combination, and do it on a pup-by-pup basis.
Characters with heterochromia will still be assigned only one eye
color gene, but that gene will not be selected randomly. Instead,
the most common color (highest on the list) will be the primary color,
the first letter of the gene, and the other color will be the secondary color,
the second letter of the gene.
For example, a wolf with heterochromia blue/green, regardless of color ratio,
will receive the gene Gb, green recessive blue, as Green is more
common/higher on the list.
Pups born with heterochromia will have their primary and
secondary eye color based on the genes they have received
from their parents. The primary color will be the color category
and first letter in the gene, and the secondary color will be the
recessive color and second letter in the gene.
For example, a pup born with the gene Gb will have blue/green eyes,
with more green than blue in color ratio.
Below is the list of eye colors and their associated genes:
Brown - BB, BY, BO, BG, Bb, Bg
Yellow - YY, YO, YG, Yb, Yg
Orange - OO, OG, Ob, Og
Green - GG, Gb, Gg
Blue - bb, bg
Grey - gg
Coat Colors
Next in the genetic code is coat color. When a character
is created, they are assigned a coat color gene based on
the overall most prevalent color on their body, and a
random number generator. Much like eye colors, the
roleplayer decides the coat color of their character based
on the available categories. Then, a random number generator
will be used to decide which gene in that category they will receive
for their genetic code by assigning all genes in a color category
a number and then randomly picking between those numbers,
the corresponding gene then being given to the character.
Characters with alterations to the coats such as piebald or
Chimera do not receive extra genes. Instead, the percent chance
for them to pass on their unique alterations are handled in the
Et Cetera section.
Characters with chimera will still be assigned only one
coat color gene, but that gene will not be selected randomly.
Instead, the most common color (highest on the list) will be
the primary color, the first letter of the gene, and the other
color will be the secondary color, the second letter of the
gene.
For example, a wolf with chimera brown/grey, regardless
of color ratio, will receive the gene BG, brown recessive
grey, as Brown is more common/higher on the list.
Pups born with chimera will have their primary and secondary
coat color based on the genes they have received from their
parents. The primary color will be the color category and
first letter in the gene, and the secondary color will be the
recessive color and second letter in the gene.
For example, a pup born with the gene BG will have brown/grey
chimera coloring, with more brown than grey in color ratio.
In the event that a pup is born with the Chimera gene and a coat
color gene that has a recessive of white (which cannot exist as
Chimera), they will instead be given Piebald and the recessive
gene for Chimera.
For example: A pup is born with the Chimera gene and a coat color
gene of bw (black recessive white). The pup will have a black coat
with Piebald (white) markings, and they will be assigned Cc
(does not have but carries recessive) for their Chimera gene.
The coat color of white is handled uniquely. A character with
Achromia is given a specific gene, while a character with Leucism
is given a different specific gene. This is because Achromia,
also known as albinism, is considered the 'true' white, in that it
is white with a recessive of white, whereas Leucism carries a
recessive of blond, since blond is actually a form of Leucism.
Albinism and Leucism are full body colors, and cannot exist with
any other colors or markings such as Melanism, Chimera, and Piebald.
When two characters mate for pups, their coat color genes are
placed into a Punnett square to determine what their pups will
have. This means that if one parent is carrying a recessive for
a different color, it's possible that the pup will have that
color. We have not yet mapped out each possible combination,
and do it on a pup-by-pup basis.
Below are listed the color categories and their corresponding genes:
Brown - BB, BR, BG, Bb, Bw, Bd
Russet - RR, RG, Rb, Rw, Rd
Grey - GG, Gb, Gw, Gd
Black - bb, bw, bd
White - ww (achromia), wd (leucism)
Blond - dd
Et Cetera
The last half--yes, half--of a character's genetic code is made
up of what is called the Et Cetera section. This section covers
all the various genes and conditions that can be found on
Artha. There are quite a few, but they mostly follow the same
formula.
Piebald
First, let's cover Piebald. Piebald is a form of Leucism
that causes partial pigmentation loss of the hair/skin on
parts of body rather than its whole. Piebald can appear in
many shapes, sizes, and locations, but always shows as
white fur. Sometimes, the skin itself is pink, devoid of
pigmentation, while other times it retains its typical color.
Often, when a Piebald patch falls over an eye, it can cause
that eye to become blue or pink, with a pupil that appears
red/pink in most light. However, it's important to note that
this does not change the genetic code for eye color.
When a character is created, it is up to the roleplayer to
decide whether they will have Piebald or not. If they do,
they must purchase the Piebald gene from the store, and then
use it when submitting their character profile for review.
In this case, the character will be assigned a specific gene
in their code to show that they have Piebald. If a character
is created without Piebald, they are then given a percent
chance to be assigned one of two genes: one that carries
recessive Piebald, and one that does not. We use a random
number generator to determine which gene, based on the
chances.
When two characters mate for pups, their Piebald genes are
placed into a Punnett square to determine what their pups will
have. This means that if neither parent has Piebald (they don't
have any white markings), but they both carry the recessive
gene for Piebald, their pups have a chance of having Piebald.
Below are the genes, what they mean, and their percent chances
for a new character to receive.
PP - does not have or carry Piebald - 80% chance
Pp - does not have but carries recessive Piebald - 20% chance
pp - has piebald
Chimera
Second in the Et Cetera category we have the gene covering Chimera.
Though Chimera is a very specific genetic happening in real life,
we have simplified it for the RP world. On Artha, a character
with the Chimera gene will have splotches, patches, halves, or
otherwise irregular symmetrical or asymmetrical markings. These
markings will be of a different color than the character's normal color.
For example: If a grey wolf had Chimera coloring, it might have a
brown and grey left hip. Or, half of its face might be brown, but
the other half a normal grey, split evenly down the middle. However, it's
important to note that Chimera cannot exist as white, since that
would be considered Piebald.
Much the same as Piebald, when a character is created it is up to the
roleplayer to determine whether their character will have Chimera.
Chimera must be purchased before it can be applied to a created
character. A character created with Chimera is given a specific
gene in their code to show that they have Chimera. If a character
is created without Chimera, they are then given a percent chance
to be assigned one of two genes: one that carries recessive Chimera,
and one that does not. We use a random number generator to determine
which gene, based on the chances.
When two characters mate for pups, their Chimera genes are placed into
a Punnett square to determine what their pups will have. This means
that if neither parent has Chimera (they don't have any of the
markings), but they both carry the recessive gene for Chimera,
their pups have a chance of having Chimera.
Below are the genes, what they mean, and their percent chances
for a new character to receive.
CC - does not have or carry Chimera - 90% chance
Cc - does not have but carries recessive Chimera - 10% chance
cc - has Chimera
Heterochromia
Next we will cover Heterochromia, a genetic mutation that affects
the colors shown in the iris of the eyes, allowing multiple colors
to exist at once. There are three types of Heterochromia on Artha,
and each type affects more or less of the iris. However, all types
are limited to only two colors.
Heterochromia type 1 means that one eye is entirely one color,
and the other eye is entirely another color. Heterochromia type
2 is where one eye is two colors, and the other eye is a solid
color. Heterochromia type 3 is where both eyes are two colors at
once.
When a character is created it is up to the roleplayer to determine
whether their character will have Heterochromia. Heterochromia must
be purchased before it can be applied to a created character. If a
character is created without Heterochromia, they are then given a
percent chance to be assigned one of two genes for each type: one
that carries recessive Heterochromia for that type, and one that
does not. We use a random number generator to determine which gene,
based on the chances. Each type is looked at individually, resulting
in three pairs of the gene to be shown in the genetic code.
When two characters mate for pups, their Heterochromia genes are
placed into a Punnett square to determine what their pups will have.
This means that if neither parent has Heterochromia, but they both
carry the recessive gene for Heterochromia, their pups have a chance
of having Heterochromia.
The different types of Heterochromia cannot exist on one character
at the same time, but recessives can be carried at the same time.
If it should happen that a pup is genetically selected to have more
than one type, they will be re-rolled.
Below are the genes, what they mean, and their percent chances
for a new character to receive.
Gene
HH - does not have or carry
Hh - does not have, carries recessive
hh - has
|
Type 1
75% chance
25% chance
|
Type 2
80% chance
20% chance
|
Type 3
85% chance
15% chance
|
Dwarfism
Now we'll look at a gene that moreso affects the body and limbs
as opposed to just color of a character, Dwarfism. Dwarfism
can be a serious genetic mutation that will shorten not only
height, but lifespan. There are three types of Dwarfism, each
of them with varying severity, percent chance to receive, and
different projected lifespans. The more severe the type, the
more severe the health issues and shorter the life of a character
who has it. Dwarfism only affects the limbs of a character, the
torso remains the same size as normal.
Dwarfism type 1 is the most severe, and means that a character
will stand at 50% of their normal adult height and will only live
to 5 years old. If they would normally stand at 24 inches, they would
instead stand at 12 inches, adult height. Dwarfism type 2 means
that a character will stand at 60% of their normal adult height
and will live to 6 years old. Dwarfism type 3 is the least severe,
and means that a character will stand at 70% of their normal adult
height and will live to 8 years old.
When a character is created it is up to the roleplayer to determine
whether their character will have Dwarfism. Dwarfism must be
purchased before it can be applied to a created character. If a
character is created without Dwarfism, they are then given a
percent chance to be assigned one of two genes for each type:
one that carries recessive Dwarfism for that type, and one that
does not. We use a random number generator to determine which gene,
based on the chances. Each type is looked at individually, resulting
in three pairs of the gene to be shown in the genetic code.
When two characters mate for pups, their Dwarfism genes are placed
into a Punnett square to determine what their pups will have. This
means that if neither parent has Dwarfism, but they both carry the
recessive gene for Dwarfism, their pups have a chance of having
Dwarfism.
The different types of Dwarfism cannot exist on one character at the
same time, but recessives can be carried at the same time. If it
should happen that a pup is genetically selected to have more than
one type, they will be re-rolled.
Below are the genes, what they mean, and their percent chances
for a new character to receive.
Gene
DD - does not have or carry
Dd - does not have, carries recessive
dd - has
|
Type 1
95% chance
5% chance
|
Type 2
93% chance
7% chance
|
Type 3
91% chance
9% chance
|
Gigantism
Lastly, we will cover another gene that affects the body rather
than the color, Gigantism. While Gigantism can be thought to
be desirable, it actually comes with significant health risks
and a very short lifespan due to complications from the extra
growth (not to mention the doubled appetite). Characters with
Gigantism will tower over others, their height magnified, but
won't live a quarter of a normal life. Often, those with
Gigantism suffer constant pain throughout their lives, as
well as complications in pregnancy and birth. Few pups get to
see the world outside the womb, and fewer mothers survive the
birthing process altogether. There are two types of Gigantism,
one more severe than the other.
Gigantism type 1 is the least severe, but still means that a
character will stand 125% of their normal adult height and will
live to 5 years old. If they would normally be 24 inches tall,
then they would instead stand at 30 inches, adult height. Gigantism
type 2 is the most severe, meaning a character will stand at
150% of their normal adult height, but will only live to 3
years old.
When a character is created it is up to the roleplayer to
determine whether their character will have Gigantism. Gigantism
must be purchased before it can be applied to a created character.
If a character is created without Gigantism, they are then
given a percent chance to be assigned one of two genes for
each type: one that carries recessive Gigantism for that type,
and one that does not. We use a random number generator to
determine which gene, based on the chances. Each type is looked
at individually, resulting in two pairs of the gene to be shown
in the genetic code.
When two characters mate for pups, their Gigantism genes are
placed into a Punnett square to determine what their pups will
have. This means that if neither parent has Dwarfism, but they
both carry the recessive gene for Gigantism, their pups have a
chance of having Gigantism.
The different types of Gigantism cannot exist on one character
at the same time, but recessives can be carried at the same time.
If it should happen that a pup is genetically selected to have
more than one type, they will be re-rolled.
Below are the genes, what they mean, and their percent chances
for a new character to receive.
Gene
GG - does not have or carry
Gg - does not have, carries recessive
gg - has
|
Type 1
95% chance
5% chance
|
Type 2
97% chance
3% chance
|
Code Breakdown
Now that we've covered all the parts of a character's genetic code,
let's look at a complete code and break it down piece by piece. Every
code is laid out in the same formula; gender, eye color, coat color,
piebald, chimera, heterochromia, dwarfism, and gigantism. Below is a
randomly generated genetic code for Lucy, our example wolf. Let's
have a look.
xyy Gg wd PP Cc HH HH HH DD DD DD GG Gg
The first gene we see here is 'xyy.' This is a gender gene, specifically
the gene for a Sterile Female.
The second gene we see is 'Gg.' This is an eye color gene, specifically
the gene for green, recessive grey.
The third gene we see is 'wd.' This is a coat color gene, specifically
the gene for white (caused by Leucism), recessive blond.
The fourth gene we see is 'PP.' This is the gene that determines Piebald.
This specific gene means that the character does not, or carry as a
recessive, Piebald.
The fifth gene we see is 'Cc.' This is the gene that determines Chimera.
This specific gene means that the character does not have Chimera, but
does carry it as a recessive.
Now we see three pairs of H's, 'HH HH HH.' These three pairs determine
Heterochromia type 1, 2, and 3. The first pair determines type 1, and
in this example means the character does not have, or carry as a recessive,
Heterochromia type 1. The second pair determines type 2, and in this
example means the character does not have, or carry as a recessive,
Heterochromia type 2. The third pair determines type 3, and in this
example means the character does not have, or carry as a recessive,
Heterochromia type 3.
Next we see three pairs of D's, 'DD DD DD.' These three pairs determine
Dwarfism type 1, 2, and 3. The first pair determines type 1, and in this
example means the character does not have, or carry as a recessive,
Dwarfism type 1. The second pair determines type 2, and in this example
means the character does not have, or carry as a recessive, Dwarfism
type 2. The third pair determines type 3, and in this example means the
character does not have, or carry as a recessive, Dwarfism type 3.
Finally we see two pairs of G's, 'GG Gg.' These two pairs determine
Gigantism type 1 and 2. The first pair determines type 1, and in this
example means the character does not have, or carry as a recessive,
Gigantism type 1. The second pair determine type 2, and in this example
means the character does not have Gigantism type 2, but does carry it
as a recessive.
This genetic code is for a sterile female wolf who has green eyes, but
carries a recessive for grey eyes, a white coat (caused by Leucism), but
carries a recessive for blond, who does not have or carry Piebald, who
does not have but carries Chimera, who does not have or carry Heterochromia
of any type, who does not have or carry Dwarfism of any type, who does not
have or carry Gigantism type 1, and who does not have Gigantism type 2 but
carries a recessive for it.
Yeah, Lucy is pretty great.
FIGHTING
01. Fights can happen anywhere over
anything, can involve any wolf of any age,
and can range from friendly spars to
full on fights to the death. The intent of the
fight (for a rank, training, to-the-death, claiming, etc.)
must be stated at the beginning of the fight
and cannot be changed once the fight begins. If
the intent changes for a character during the
fight, the current fight must be finished and
a new thread for a new fight, with the new intent
stated, must be made.
02. Characters can only be in one fight/challenge
at a time, in real life time, which means they cannot
be challenged while in a fight. In addition, all
challenges/fights have a cooldown of 3 days
before either party can be challenged, which
begins on the timestamp of the post judging the
fight. If a character under cooldown initiates
a challenge, they forfeit the remainder of their
cooldown.
03. There are some basic requirements for fight
challenges to happen, and some more specific
requirements for certain types of challenges. If
a character issuing a challenge does not meet these
requirements, their challenge is considered invalid.
They can reissue the challenge once they meet the
requirements.
In General
A. The challenging character must have met the
wolf they're challenging. This can happen where the wolf
is met in a thread and then challenge is made in the same
thread, if things happen that way, but an unknown wolf
cannot be called to a individual challenge of any type.
B. The challenging character must have a valid IC
reason and knowledge for the challenge. Your character
must know of what they're challenging for, and it must
be considered within their personality and/or appropriate
given IC events that they are challenging.
C. If there is concern over whether a challenge
meets requirements to be considered valid, please contact
staff. A statement of reasoning will be obtained and
analyzed for validity of the challenge.
Alpha Challenges
A. The challenging character must have been active
on site for two weeks.
B. The challenging character must have at least
two posts within the last seven days.
C. The challenging character must have been in
at least ten threads on site.
04. Each character is allowed one full dodge
per fight without penalty. A full dodge means that
a single attack can be completely avoided or
negated, resulting in no damage. However, all
dodges must still be feasible/realistic.
05. When a fight is started--a challenge made
from one character to another--statistics for
the fight must be provided. The challenger must
set out a number of moves per character and a
number of days allowed between posts before
a forfeit is declared. The challenged may choose
to accept these terms, or change to their own
preferences. In the end, the challenged has the
final say as to how many moves and how many days
between posts. Including other statistics such as
whether your one full dodge has been used,
the, height, weight, fight record, etc. of
your character, is completely up to you. It is in
your best interest to include this information,
especially to keep things such as fight record
updated in your profile, as it is used by judges
when judging a fight, but it isn't required.
06. The minimum number of moves a fight can
have is 3. The maximum number of moves is 6.
The minimum number of days before a default is
3. The maximum is 5. This ensures that fights
do not drag on and cause issues for threads/other
IC activity that might be held up by them.
Extensions for days before default can be granted
once per member per fight, and the maximum
extension allowed is 3 days.
07. Editing your posts in a fight is not allowed
unless specifically stated by staff that it may occur
in that thread. If you have posted and have forgotten
to include information in that fight post, you may
make another post in the thread with an OOC note
including the forgotten information.
08. Once an official challenge to fight has
been issued, the wolf being challenged has 5 days
to respond, regardless of what day limit the
challenger has requested. If the challenge is not
answered before the 5 days, the fight is a
default and the challenged wolf automatically
loses. If an away notice was posted by the
challenged wolf's roleplayer before the challenge
was made, the 5 day limit will start upon their
return to the site. Abuse of away
notices to avoid and/or prolong a fight is not
acceptable and can result in
an automatic loss.
09. Proxies, also called champions, are allowed
to be used in any fight. However, there are some
requirements for a character to stand as a proxy,
and some consequences of being/using a proxy.
A. The desired proxy must already be
present in the thread at the time of the challenge.
They must be present in order to be asked to
proxy. It is up to the wolf who is asking them
(the same wolf who is being challenged) to make
sure that they do not default the fight while
waiting for a response from the intended
proxy--the default timer does not reset once a
proxy has accepted.
B. A wolf cannot be forced as a proxy
against their will, unless they are a slave
or a prisoner of war. In which case only the
main captor may force a wolf as a proxy.
C. It is allowed to ask for and decide
a proxy prior to a fight IC and/or OOC, but
there are conditions. If a member is taking
an absence, they can appoint a proxy to fight
on their behalf (so long as the proxy agrees).
In this situation a public posted OOC agreement
is required for a character to proxy for the
absent character. In all other cases, the
challenged and the proxy must still exchange
an IC agreement, in the thread where the fight
will take place, in order for a character to
proxy.
D. If one side of a fight uses a proxy,
the other side may also use a proxy, but they
are not required to.
E. A fight fought by proxy is bound by
the same rules as any other, and the winning
side is still entitled to their original intent.
However, the intent is taken out on both the
opposing proxy and original target.
10. All fights which do not have predetermined
ends (where both the members agree beforehand on
the outcome) must be judged. Once the fight is
finished and ready to be judged, please post in
the Fight Notification board. You may choose a
specific member to judge a fight if you
wish, or you can just see who takes it first.
More information on how fights are judged can be
found below.
11. Items cannot be equipped or used during
a fight (excluding the dew claw weapon, which must
be put on prior to the fight but can be used
throughout). If you have armor you wish to wear
during the fight, put it on before.
Potions/bandages cannot be used until the combat
has ended. Please note: there is no official
metric for armor in a fight. It is up to members
to be realistic when using armor.
12. Once a fight is won, the intent of the
winner must be accepted. Denying a winning wolf
their right as victor to the intent that was set
out at the beginning of the fight is unacceptable,
and punishable by far worse than what might've
been asked for--typically by longer sentencing
or, sometimes, death. Ramifications for
repeated offenses can, and will, extend OOC to
members themselves. By the same token, the
winning wolf is only entitled to the original
stated intent. Anything more can result in
negative consequences.
13. Slaves and prisoners of war are allowed on
Artha, with conditions to keep things fair and
balanced.
A. Any wolf can take a slave/prisoner.
This can be done with or without force. With
force is a fight fought, and won, to take the
other character as their slave/prisoner.
Without force is an agreement between
characters that one will become captured.
B. Whichever character actually captures,
or convinces to be captured, the slave/prisoner
is marked as the main captor. It is up to them
what happens to the slave/prisoner, and it is
them who must be challenged for a slave/prisoner's
freedom. They may give permission for others to
interact with the slave/prisoner, but unless
they give the slave/prisoner to someone else,
they will remain the main captor. There can only
be one captor of a slave/prisoner, and it must
be a single character. If the main captor dies,
the slave/prisoner is considered free.
C. A slave/prisoner is subject to the terms
of their captor, and cannot have private threads
while a slave/prisoner.
D. A slave/prisoner can attempt to escape
their captor, they can challenge their captor to
a fight for freedom, or someone else can fight the
captor for release of the slave/prisoner.
E. Once freed or escaped, there is a 3 day
cooldown before a recapture of a character
can be attempted.
14. A character trying to escape a fight, captor, or thread
is given two attempts. The attempts are compared
against a rubric to determine success or failure.
Any character who is attempting to stop the escapee
is compared against a similar rubric to determine
their success or failure in stopping the escapee.
More information on escapes, and the rubrics, can
be found below.
Fight Judging
When judging a fight, we strive to be as impartial
as possible when using a rubric to decide the outcome.
What we hope to achieve is a fair and unbiased look at
logistics, using facts and not opinions.
In an effort to remove any possibility of subjectivity,
we have narrowed down the average fight judging rubric
to the basis of a fight: damage, defense, and attack.
Every post is looked at individually, with each category
being awarded 0 - 3 points based on where it falls in the
rubric, and points being tallied. At the end of the fight,
once all of the posts have been looked at, whichever character
has the most points, the total combined from all of their posts,
will be declared the winner.
It is important to note that breaking rules, such as
power-playing, god modding, etc., will result in an
automatic default. Default damage is awarded based on
what was attempted at the time of the default.
Below is the rubric for judging:
Damage
+3 damage taken exceeded expectation
+2 damage taken was realistic
+1 damage taken was bare minimum
default - damage taken was below realistic and/or crossed into Power-playing/Godmodding
Defense
+3 defenses were well explained, realistic, and mentioned throughout the post
+2 defenses were clear and realistic
+1 defenses were mentioned but not clear
+0 defenses were not mentioned or were ignored
default - defenses were unrealistic and/or crossed into Power-playing/Godmodding
Attack
+3 attack was realistic and well explained as to feasibility
+2 attack was realistic and somewhat explained
+1 attack was passable
default - attack was unrealistic and/or crossed into Power-playing/Godmodding
Extra
+1 full dodge unused
+1-3 poor/good/excellent health
+1-3 tier 1-3 of a stat, per stat
+1 per 3 fights won
+1 per 5 fights participated
+1 for environmental awareness
Judging Rubric Guide
Damage
Your opponent aims a bite at the left side of your face,
intending to hit above your left eye to blind you temporarily.
+3 example: The bite hits above your left eye,
leaving deep lacerations that bleed profusely. There is
damage to the eye and the pain and bleeding blind you, even
through adrenaline, and hinder the rest of your moves in
the fight.
+2 example: The bite hits on the left side of your
face, leaving moderate lacerations that bleed. The pain
is bad but, depending on damage to the eye, isn't bad enough
to hinder you for the rest of the fight, only your next move.
+1 example: The bite hits the side of your face, no description
as to which side, leaving scratches that bleed a little. It doesn't
hurt enough to hinder you.
Default example: The bite doesn't hit at all, excepting
the use of the one full dodge allowed per fight. Or, if it
does hit, it doesn't leave anything but bruises--no bleeding,
no real pain.
Defense
+3 example: Ears, eyes, muzzle, lips, tail, hackles, crouch, muscle
tension, paws/nails, and angle of head, are all mentioned at least
twice throughout the post where it is feasible and realistic.
+2 example: At least three defenses were mentioned at least once
in the post where it is feasible and realistic.
+1 example: At least one defense was mentioned at least once in
the post. Feasibility and realism were not explained/accounted for.
+0 example: No defenses were mentioned at all in the post.
default example: Your character is on its back with its opponent
above it; Defenses for stance widened, limbs bent, ears back, etc.
are still given. This is unfeasible, given the position that your
character is in.
Attack
+3 example: Feasibility as to why the attack could happen and
what could happen if it hits without stating that it would hit was
given/explained.
"A calculated move; Flesh and fat and radiating hackle--prepared to
temporary-blind at any opportunity--was clenched between the bear's teeth.
Pressure forced the beast's skull low, perfect for where it wanted to be,
and bad-bear's busy-jaws meant a more open chest and windpipe. Rather than
rise to meet him, the beast dropped its front end low. Jaws, already open and
fangs primed for viscera, snaked for the bear's throat where it would
connect to the chest. The very bottom of the windpipe, just before it
disappeared behind layers of muscle and fat. Force applied behind the shut
of maw would b enough to strangle, but not pierce. Don't kill! We don't kill!"
+2 example: An attack made that was realistic and acceptable. No feasibility
as to why the attack could happen or what could happen if it hit was given/explained.
"His left paw raised from the ground, using first, the weight to punch her face, and
second the claws to scratch the nearest possible place, muzzle, cheek or even the eye,
just enough to make her lose focus in her bite and release."
+1 example: An attack made with no expanded explanation as to why/how/what
could happen.
"His intention was to push his right shoulder against her, willing to make this
wolf lose her balance or at least feel the impact."
default example: Your character bites the opponent and tears a chunk of
flesh out in their post, giving the opponent no time to react/describe the injuries.
Extra
Dodge: Each character is given one full dodge they can use once per fight.
The dodge must still be feasible. If the dodge has not been used, a point is awarded.
Health: Poor health is a character that is starved, dehydrated, or has a
severe injury such as a broken limb or large wound that is recent. Good health
is a character that is sufficiently fed/hydrated, may have injuries that are healing
but not a severe hindrance. Excellent health is a character who is well fed/hydrated
and has no recent or healing injuries.
Tiers: 1 point is given for each tier of a stat the character has achieved,
with up to 3 points per stat. This stacks with other stats, meaning that if a
character has trained to tier three in all three stats (health, strength, and speed),
they will be eligible for 9 points total. The current tiers of stats must be listed
and linked in the character's profile or their fight post to count.
Fight Experience: The number of fights won and participated in must be listed
and linked in the character's profile or their fight post to count.
Environmental Awareness: This point is awarded if the character's posts describe
their surroundings and the effects of it during the fight. Must be recognized in all
fight posts.
Escape Judging
When a character tries to leave a thread or a fight, and one or more characters try to stop them,
it then becomes an escape situation. The character trying to leave becomes the escapee, and the
character(s) trying to stop them become the captor(s). The escapee and captor rubrics, found below, are
applied to the escapee and captor(s) posts, respectively, to determine whether the escapee is
successful or is captured.
Escapee Rubric
Distance
+3 for twelve or more feet away from opponent
+2 for eight feet away from opponent
+1 for four feet away from opponent
+0 for less than four feet away from opponent
Physical Contact
+3 for not having or not having attempted physical contact with opponent
+2 for having or having attempted moderate physical contact with opponent
+1 for having or having attempted serious physical contact with opponent
+0 for being pinned by or grappling with opponent
Obstacles
+3 for having a clear path of escape
+2 for having one obstacle on the path of escape
+1 for having two obstacles on path of escape
+0 for having three or more obstacles on path of escape
Acknowledgement
+3 for acknowledging and being specific about distance, physical contact,
any/all potential captors, path(s) of escape, and any/all obstacles
+2 for acknowledging and being general about distance, physical contact,
any/all potential captors, path(s) of escape, and any/all obstacles
+1 for acknowledging but giving no details about distance, physical contact,
any/all potential captors, path(s) of escape, and any/all obstacles
+0 for not acknowledging distance, physical contact, any/all potential captors,
path(s) of escape, and any/all obstacles
Score
12 points - round passed successfully
1 - 11 points - compare against captor rubric
0 points - round failed
Captor Rubric
Distance
+3 for less than four feet away from escapee
+2 for four feet away from escapee
+1 for eight feet away from escapee
+0 for twelve or more feet away from escapee
Physical Contact
+3 for having pinned or being grappled with escapee
+2 for having or attempting serious physical contact with escapee
+1 for having or attempting moderate physical contact with escapee
+0 for not having or attempting physical contact with escapee
Obstacles
+3 for no obstacles on path to escapee
+2 for having one obstacle on path to escapee
+1 for having two obstacles on path to escapee
+0 for having three or more obstacles on path to escapee
Acknowledgement
+3 for acknowledging and being specific about distance, physical contact, and
any/all obstacles
+2 for acknowledging and being general about distance, physical contact, and
any/all obstacles
+1 for acknowledging but giving no details about distance, physical contact, and
any/all obstacles
+0 for not acknowledging distance, physical contact, and any/all obstacles
Score
12 points - round passed successfully
1 - 11 points - compare against escapee rubric
0 points - round failed
Escape Judging Guide
Example: Wolf A and Wolf B are in a thread together. Wolf A tries to escape,
Wolf B tries to stop Wolf A.
Round One
Wolf A has the Escapee rubric applied to their escape attempt post.
Wolf B has the Captor rubric applied to their last post before the escape attempt.
If Wolf A gets a score of 12, the round is passed and they escape.
If Wolf A gets a score of 0, the round is failed and are caught.
If Wolf A gets a score between 1 - 11, their rubric is compared to the Captor rubric
of Wolf B. Whomever has the most points wins that round.
If Wolf A wins the round, they escape.
If Wolf B wins the round, the next round is posted if the escapee wishes to use their
second attempt.
Round Two
Wolf B posts a response to the escape attempt, and Wolf A posts their second escape attempt.
Wolf B has the Captor rubric applied to their response to the first escape attempt.
Wolf A has the Escapee rubric applied to their second escape attempt.
If Wolf B gets a score of 12, the round is passed and Wolf A is captured.
If Wolf B gets a score of 0, the round is failed, and Wolf A escapes.
If Wolf B gets a score between 1 - 11, their rubric is compared to the Escapee rubric
of Wolf A. Whomever has the most points wins that round.
If Wolf B wins the round, Wolf A is captured.
If Wolf A wins the round, they escape.
STATS
01. Every wolf has a set of statistics that
help govern the various aspects of life, but do
not aid in fights. These statistics include:
Health affects a wolf's immunity to potions
and balms, the likelihood of healthy litters in
winter, and the effects it feels during declining
adult and elder stages of life.
Strength affects how easily a wolf can carry
or manipulate heavy objects in its environment, and
how high it can propel itself vertically.
Speed affects a wolf's flat out running speed,
how far it can jump horizontally, and how quickly
it can travel from place to place.
02. Stats do not aid in fights, and thus do not
affect damage given, received, or avoided in a fight.
They do, however, offer the potential for more points
during a fight judging based on how many tiers a character
has trained in. See the Fighting tab for more information.
03. Every character on Artha is affected by stats,
based on whether they are untrained or have achieved
tiers through training. There will be information
regarding untrained wolves throughout the Handbook,
but specifics can be found here.
03. Each stat has three tiers that a character can
train to achieve. Each tier affords special bonuses.
In order to achieve one tier in a stat, a character
must have three threads, with at least three posts
made by them in each thread, and giving three days
between posts if they are alone in the thread. This
has been called the 3/3/3 rule. Further clarification:
3 threads; A character must have three
training threads to advance to the next tier
of the trained stat.
3 posts; Each training thread must have
at least three posts made by the training
character to be considered valid.
3 days; If you have no other participants
in your training thread, you may roleplay alone.
If you are roleplaying alone, you must allow
three days between your posts. If you have a
participant and they do not reply within three
days, you may make another post with your character.
04. There is a limit of one training thread per character
at any given time. Only after that thread is finished may
another training thread be started.
05. Below are listed the three stats, their tiers and the
bonuses those tiers give, and how untrained wolves are
affected by those stats.
Health
Untrained Wolves (0 training threads)
- Not immune to any effects of potions/balms
- 85% chance to contract infection/illness
- 15% chance to birth a healthy litter in winter
- Feels 100% of aging effects in declining adult and elder stages of life
First Tier (3 total training threads)
- Immune to half the effects of minor potions/balms
- 75% chance to contract infection/illness
- 25% chance to birth a healthy litter in winter
- Feels 90% of aging effects in declining adult and elder stages of life
Second Tier (6 total training threads)
- Immune to all of the effects of minor potions/balms, and half the effects
of medium potions/balms
- 50% chance to contract infection/illness
- 50% chance to birth a healthy litter in winter
- Feels 60% of aging effects in declining adult and elder stages of life
Third Tier (9 total training threads)
- Immune to all of the effects of minor potions/balms, all of the the effects
of medium potions/balms, and half the effects of major potions/balms
- 25% chance to contract infection/illness
- 85% chance to birth a healthy litter in winter
- Feels 30% of aging effects in declining adult and elder stages of life
Strength
Untrained Wolves (0 training threads)
- Can lift 15% of their body weight
- Can carry 10% of their body weight for prolonged periods
- Can leap 6 feet vertically
First Tier (3 total training threads)
- Can lift 20% of their body weight
- Can carry 15% of their body weight for prolonged periods
- Can leap 8 feet vertically
Second Tier (6 total training threads)
- Can lift 25% of their body weight
- Can carry 20% of their body weight for prolonged periods
- Can leap 10 feet vertically
Third Tier (9 total training threads)
- Can lift 30% of their body weight
- Can carry 25% of their body weight for prolonged periods
- Can leap 12 feet vertically
Speed
Untrained Wolves (0 training threads)
- Takes two IC days (24 RL hours) to travel across a land
- Has a top speed of 31 mph
- Can leap 9 feet horizontally
First Tier (3 total training threads)
- Takes one and a half IC days (18 RL hours) to travel across a land
- Has a top speed of 33 mph
- Can leap 11 feet horizontally
Second Tier (6 total training threads)
- Takes one IC day (12 RL hours) to travel across a land
- Has a top speed of 35 mph
- Can leap 13 feet horizontally
Third Tier (9 total training threads)
- Takes half of one IC day (6 RL hours) to travel across a land
- Has a top speed of 37 mph
- Can leap 15 feet horizontally
06. If you have questions or are confused about
anything, please don't hesitate to ask!
LANDS
01. Dens can be purchased from the store for
characters to own. These dens are subject to a
few conditions and rules, so make sure you're
aware before you spend the pawprints.
A. Any character can purchase and own a
den, regardless of age, rank, etc.
B. When purchased, the den can be made
as a sub-board to any board, excluding those
within the Center.
C. If the land that your den is located
within is claimed by a pack or taken over by
an opposing pack, you will lose access to it
IC.
D. When writing the description for your
den, please refrain from mentioning character
or pack names, as it becomes a permanent fixture
to a land, and can change paws at any time.
E. Trespassing in a den sub-board is
allowed, but stealing any items within are
subject to the Stealing rules found in the
Fighting tab of the Handbook. Unless the
trespass is a challenge to claim the den or
steal an item, it is not allowed to waive travel
time to reply to it.
02. You may only claim/challenge for lands as a pack.
A loner or a pack member may not claim/challenge for a land.
The alpha must have a desire to claim/challenge for the land and
give the word for the pack to do so. The land
then belongs to the pack, not just a single
wolf.
03. A pack may only acquire two lands in one
IC year. There is no set length of time required
between acquiring each land. This rule does not
apply toward the first land claimed by a pack
for their headquarters. That claim is considered
free. If a pack comes under new
leadership, this does not reset the two
land acquisitions allowed per IC year.
04. When trying to claim a land, the pack
making the claim must post a thread with
at least three, but no more than five,
members of their pack scoping
out the land. This thread should have [CLAIM]
in the title, and will stay up for five days.
If no opposing pack makes a move to confront
the claim, then the land is claimed.
05. If you wish to confront a claim, you
must bring an equal or greater amount of pack
members to the claim thread, and all participating
members must arrive within the five day limit to
confront the claim. The pack attempting
the claim will have 24 hours to bring more pack
members to equal their opposition, if needed. After the 24
hours, no more fighters may join the thread.
Spectators are welcome, but cannot interfere.
06. When an opposing pack moves to confront
a claim, the claim then becomes a skirmish.
A maximum of five wolves from each pack can fight.
Characters will pair off and each have an
individual fight with three moves and a time limit
of three days. Each fight will be judged
separately. Whichever pack has the most wins,
after the skirmish is over and judged, will get
the land. If it's a tie, then the claim is
completely negated and neither pack gets it.
In this case, the claim may be attempted again
after a minimum of three days.
07. Once you claim a land, you may do what
you will with it. You have complete power
over who comes and goes, but be prepared to
fight for it. While we don't allow members to
completely rewrite a land's description, we
greatly encourage that you add on or modify
certain things to make it your own. Such as
the pack having dug a large den, or flattened
a place to use as a meeting area.
08. Newly claimed lands have five days of
immunity. Lands that no longer have immunity
may be challenged for at any time. Simply
post a thread with up to five pack members, and put
[CHALLENGE] in the title.
09. If you are outmatched in a challenge
skirmish then you have the choice to either
fight, and possibly have some of your members
fighting multiple opponents, or you can surrender
and leave without harm. Those who surrender may
leave in peace; The opposing pack is forbidden
to chase and harm them.
10. Challenges are bound by the same rules
as claims--if it is not answered within five days
then it defaults in favor of the challengers.
11. Monopolies (when one pack owns most or
all lands) are allowed, but you had better be
able to defend your territory.
PACKS
01. Packs may be created at will by any member,
so long as you meet the following requirements;
A. There must be at least six
characters wanting to create a pack, all
six must belong to different members, and at
least four must young adults or older.
B. All characters wanting to create a
pack must have been active on the site for at
least one week.
C. There must be at least one alpha already
chosen, and that character must be at at
least two years old (therefore sexually mature)
and have been active on the site for at least
two weeks before trying to create a pack. If
there is more than one alpha, all alpha characters
are bound by this same requirement.
D. There must be some sort of IC intent
expressed between all characters that they
wish to create a pack. All characters meeting
for the first time in one thread and agreeing
is unacceptable. That said, it is acceptable
for the potential alpha to meet and ask other
characters in various threads and then have
everyone meet in a single thread.
E. Characters, including the alpha,
wishing to create a pack must remain in the
pack for at least two weeks. This is to ensure
that packs will maintain some sort of
activity, and to guard against multiple packs
popping up then immediately going inactive.
02. A pack must have at least one land, and
they must have a headquarters at all times.
03. If a pack's population falls below four,
including alpha(s), it will be disbanded.
04. If the land a pack's headquarters resides
on is taken over, the pack must immediately move
their headquarters to another land in their
territory, or, if they have no other territory,
claim a land and set up a new headquarters. If no
new headquarters is set up within one RL week,
the pack will be disbanded.
05. Each pack has a regular activity quota
(called a PAQ; Pack Activity Quota) they need
to meet in order to remain a pack. If a pack
fails to meet this quota, it will be
disbanded.
A. Once an OOC month, each pack must
complete one pack event in each of the lands
that they own. This means two events if they
own two lands, one event in each land, and so
on.
B. A pack event necessitates at least
three pack members to participate, and at
least three characters involved must be played
by a different roleplayer.
C. Each pack event requires two posts
from three participants, who are played by
different members, to be considered valid
for redemption.
D. Some examples of events are meetings,
hunts, group training sessions, and political
trips, but there are many more ways to hold
an event. Be creative!
E. The thread must be started in the
month that it is due, and must be turned in
for the PAQ in the same month. If it's
January, the PAQ must be timestamped for
January and turned in, meeting the requirements
to be valid, in January.
F. Newly formed packs are exempt from
the PAQ until the next full month starts.
06. Each alpha has a regular activity quota
(called an AAQ; Alpha Activity Quota) they need
to meet in order to remain a pack. If an alpha
fails to meet this quota, they will be removed
from their rank.
A. Alpha activity quotas will apply to
any/all alphas or leaders of a pack. Since
packs can have multiple alphas/leaders, and the
quota is designed to check their individual
activity, they are all held separately accountable
to meet the quota. If an alpha fails their quota,
they are removed from their rank as alpha.
B. An alpha who has failed a quota and been
removed from their rank must then meet the
requirements and then challenge for their rank
back. If there are multiple alphas, it is allowed
to give the rank back without a challenge, so long
as the demoted alpha meets the requirements to
challenge.
C. The quota itself necessitates two posts
by each alpha/leader per OOC week. At least one of
these posts must be directly related to the pack in
some way and it cannot be a post from a thread used
to meet a Pack Activity Quota.
D. If you are in a position of power and will
be gone OOC for more than 5 days, you must appoint
someone to stand proxy for you while you're gone.
Whomever is appointed proxy will be subject to the
Alpha Quota in the original alpha's stead.
E. A new alpha is exempt from the AAQ until
the next full week.
F. If a pack goes without an alpha/leader
for 5 days, it will be disbanded.
07. When a pack is founded, a pack page must be
created and maintained by its alpha(s)/leader(s).
This thread will always remain in whatever land the
pack has its HQ, and will be stickied so it can be
easily found. All alphas/leaders of a pack will be
made moderators of the pack's current HQ board, so
that all can have access to modify the pack page. It
is expected that no matter who has access, it will be
kept up to date with the following requirements.
A. Rules/guidelines are set up and clear,
not listed as 'coming soon' or 'incomplete'.
Adding 'rules/guides may change' is acceptable.
B. Hierarchy/ranks are set up and clear, not
listed as 'coming soon' or 'incomplete'. If ranks
aren't filled, it is allowed to leave them empty.
Adding ranks later or changing ranks is allowed.
C. Pack members listed are current according
to IC and OOC information. If someone has joined the
pack IC but not requested to have their usergroup
changed yet OOC, they should still be listed as part
of the pack. If someone has left the pack OOC, but
hasn't had their usergroup changed, they should not
be listed as part of the pack.
D. Pack events are listed and are current.
If there are no pack events, it's fine to leave
this blank.
E. Staff wil be doing random checks of pack
pages for the required information. If the page fails
to meet requirements, a strike will be given and the
alpha(s)/leader(s) must bring it up to date. Three
strikes, or failure to bring a pack page up to date
within 24 hours after a strike is given, will result
in disbanding of the pack.
07. There is no option to create a character
who is already part of a pack. You must request to
join, and be accepted, in-character in order to
become part of a pack. This allows the alphas
to regulate their ranks and prevent a pack from
inflating beyond their resource capacity without
a chance to increase their resources.
08. Some packs may only accept certain
qualities in a character. Such as you must
be an all white wolf, or you must be adept at
fighting. It is always a good idea to read
through the pack's information board so that you
can have a good idea of pack customs, history
and beliefs.
RESOURCES
01. There are resources attached to every land
that can support a specific amount of wolves in
a pack--they are listed in the land's description.
Loners and pups do not pull on a land's
resources.
02. If a pack reaches its resource limit, they
cannot accept new members until they claim more
territory or grow their resources.
03. Any member, whether part of a pack or not,
may purchase Extra Resources from the Shop. These
resources will apply toward a single land, chosen
by the purchaser, and will raise the resources
by a random number between 3 and 7. This is a
permanent change to the land itself, however, and does
not follow a pack if they lose a territory
or otherwise abandon one.
EVENTS
Random events help to spice up the role-play, as well as
supplement character development that might not have otherwise
been possible. On Artha, there are multiple NPC accounts that
can, and will, intrude into character threads both with and
without reason. They can also be requested, though specifics
are never guaranteed. Below, you will find some examples to
explain these events.
Mother Nature
Mother Nature is the entity that holds sway over the many
aspects of natural life. Regarded as both kind and cruel,
nurturing and neglectful, she is an omnipresence in every
living being's existence. Mother Nature may appear in many
forms, and some of the most common are listed below:
Weather Events
She is the fury of the hurricane and lightning storms,
but also the gentle caress of a cool breeze in Summer.
Rain or shine, she is affecting the world.
Infection/Illness
She is the sting of sickness in your wounds, the cough
of ailment in your lungs. When there is cause for
disease or malady--be it open wounds or extreme weather--she
is there, affecting your health.
Remember, Mother Nature is a fickle entity: She oft intrudes
where there is no obvious reason to be.
the Voice
A mysterious thing, indeed, the Voice is something that affects
all wolves in Artha. Heard uniquely by each wolf, the Voice is
all genders and no gender--all languages and no language--heard
by some and heard by all. When the Voice might speak is unknown,
and why even more a conundrum. All we know is that the Voice is,
and will be. A few instances of when the Voice has spoken are
recorded below:
Arrival
When a wolf appears, they will hear the Voice and know that
they are here, in Artha, now. It has been reported that the
Voice will speak the land's name, but also reported that
nothing need be said for the knowledge to be gained.
Discovery
When a wolf discovers something--a new land, a landmark--they
will hear the Voice and know that they have made a discovery.
In some cases, the Voice will implore them to name their
discovery. In other cases, the Voice gives them knowledge
of the name. In every case, the wolf who discovered will gain
intimate knowledge of their discovery, and all other wolves
in Artha will receive a whisper of the direction of the discovery.
if you found this text, congratulations. you now know that
the Voice might interfere without provocation and without regard to mortal life.
what you do with this knowledge is up to you, but sharing might have... consequences ;)
Prey
Comprised of all manner of cute (and ugly) creatures, prey is
anything that a wolf can hunt and eat. They are found everywhere,
at any time, and have a habit of being difficult to find when
you're looking and easy to stumble over when you're not. There
are two main ways prey can show up, listed below:
Hunting
If you're looking for something, you are likely going to find it.
Random
Sometimes when you aren't looking, things happen to appear. Be quick,
or you might miss it!
Do not forget that, while the majority of prey animals are small and relatively
harmless, there are those that can pack a serious punch when bothered. You never
know what you're going to encounter, or how they might feel about your presence.
Predator
Predators are any creature that must feed off others in order to survive.
Often solitary, these creatures have evolved ways to hunt and kill without
the help of a pack--immense size, strength, speed, or stealth, to name a
few. Territorial and aggressive, especially in the presence of food,
lone wolves are cautioned to avoid direct engagement. There are three
main ways predators might appear, listed below:
Hunting
You didn't think you were the only one who was trailing that wounded deer, did you?
Smell of Blood
Ah, the smell of blood is so enticing. Best not to hang around if you can't defend yourself.
Random
Sometimes luck just isn't on your side. Be quick, or you might be eaten!
Remember that predators come in all shapes and sizes, each with their own hazards.
Even mosquitoes can pose a serious threat--of disease.
Hunting
A hunt is when a lone wolf or a group of wolves gather together with the express
purpose of hunting down prey. Hunts can be held by any wolf, in any land, for any
reason. Just keep in mind that hunting on occupied territory can be seen as
trespassing! Once all participants have gathered in the thread, a request for the
Prey or Predator accounts can be made in the
Event Requets thread in the
Requests board.
There are three levels of difficulty that can be requested, and two options to
determine the outcome of a hunt. These choices are made by either the host
(the first character in the thread) or by all participants. In addition, there
are rewards for completing a hunt using a rubric to determine outcome,
regardless of success or failure, though success offers greater rewards. More
information can be found below.
Difficulty Levels
Easy
An easy hunt is one that can be completed by a lone wolf. These hunts target
smaller prey such as rabbits and squirrels, or prey that is weaker when alone,
such as lone female deer or lone coyotes. There is minimal risk, and not much
reward.
Moderate
A moderate hunt is one that requires at least two wolves to complete. These
hunts target more difficult prey such as lone male deer, pairs or herds of deer,
or multiple coyotes. There is a greater risk, which can be diminished in adding
more wolves to the hunt, and the rewards are mediocre.
Challenging
A challenging hunt is a feat that must have a minimum of three wolves to
complete. The more wolves that attend, the lesser chance of injury or death,
but the chance can never be eliminated. These hunts target large and violent
prey such as bison, lone or herded, moose, and lone mountain lions.
The rewards are great, and so is the risk.
Rewards
All hunts that use a rubric to determine the outcome, regardless of success or
failure, will have rewards for each participant. Success and level of difficulty
will increase the rewards, however, so choose your battles wisely and do your best
to succeed.
Rewards are found by characters in the hunt thread, sometimes on the prey and
sometimes while pursuing the prey. Rewards are not required to be collected, and
participants can take the rewards of others if desired--by choice or by force. However,
each participant must reply at least once after their reward has been presented to
them before said reward can be taken/stolen by another.
Easy
For completing an easy hunt, each participant is given one random item from the
following list:
- Small animal hide
- Tooth
- Small rib bone
- Small wood
- Small bark
Moderate
For completing a moderate hunt, each participant is given one random item from the
following list:
- Medium animal hide
- 2 teeth
- Medium rib bone
- Medium wood
- Medium bark
Challenging
For completing a challenging hunt, each participant is given one random item from the
following list:
- Large animal hide
- 3 teeth
- Large rib bone
- Large wood
- Large bark
If a rubric hunt is successful, all participants are given two random items from the
respective list. Remember, this is on top of whatever materials can be gathered from
a carcass.
CURRENCY
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