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Berry Berserkers - If you stop eating so many berries, perhaps you can share some with your packmate. Double all berries returned alongside another pack member while participating in Adventuring.
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Rank Bonuses
Rank 1 - All Felvargs get an extra +1 EXP when being depicted with other packmates. (Stacks with Unite EXP Boost)
Rank 2 - Provides a 2% chance to return with more valuable items while participating in Tracking.
Rank 3 - Provides a 2% chance to return with more valuable items while participating in Fishing.
Rank 4 - Provides a 50% chance to return with a scroll of power, peace, war, or knowledge while participating in Quest.
Rank 5 - Provides a 2% chance to return with more valuable items while participating in Adventure.
Rank 6 - Provides a 5% chance to pass down any markings to offspring.
Rank 7 - Provides a 5% chance to return with more valuable items while participating in Tracking, Fishing, and Adventure. (Does not stack with Ranks 2, 3, or 5.)
Rank 8 - Provides a 5% chance to roll a random mutation on offspring.
Rank 9 - +5% increased chance for offspring to inherit a special coat type.Provides a 5% chance for offspring to inherit a special coat type.
Rank 10 - Name and claim a location in Ulfrheim, Jormungandr, or Helvalla, where your pack will reign supreme.
Pack Information
Váttarmenn Váða
10
Rank
Location
Wandering
Reach Rank 10 to claim official territory.
Total Pack Points: 803
Current Pack Points: 253
Pack Leader: AWritersHivemind
Yes
Intro

Overview

Vattarmenn-Vada, the Watchers of Calamity, is a pack of felvargs
dedicated to investigating supernatural disturbances across the land.
These felvargs operate discretely, keeping their organization hidden
from prying eyes. While they will observe whatever calamities are
brought to their attention, their primary purpose is to overthrow the
infamous group known as the Goldbloods. A group who's leader seeks to
become a god.

Introduction

"A great calamity is coming. I feel it in my bones. I smell it in the air. I can sense it, but it is beyond my ability to redirect. Azeem, this is your doing isn't it? I have seen the horrors you leave in your wake."

~ Odalys

Vattarmenn Vada was founded in response to a great threat to Ulfrheim, Helvalla, and Jormungandr alike. Odalys, the pack alpha saw this threat coming in the form of a felvarg by the name of Azeem and his organization, the Goldbloods. What are the Goldbloods you ask? Good question. Some would call them a cult, and perhaps that is the most fitting way to refer to such a vile group. The Goldbloods are a much older organization than Vattarmenn Vada, and only Odalys has any real idea when they might have been founded. Regardless, the Goldbloods have been subtly spreading their influence across the land. Sometimes this influence comes in the form of gangs taking tribute from small towns in exchange for 'protection'. Other times their presence results in catastrophic fluctuations of magic, the affects of which vary. Disappearances, strange creatures roaming the lands, strange storms, plagues... if they were linked to supernatural powers or dark magic, more than likely it was the Goldbloods' doing.

Vattarmenn Vada was formed to counteract this threat.

While our primary purpose is to track down and overthrow Azeem, we also prioritize the safety of those around us. If we hear whispers of wild magics, if we learn of crimes that cannot be solved due to strange circumstances, if somefel comes for us seeking aid where nofel else will give it, we will not turn a blind eye. We will do what we can to ensure the safety of all felvargs, and we will do so from the shadows so our enemy won't see us coming.

Perhaps our efforts will lead us to Azeem, or perhaps our aid will reveal that something or somefel else was responsible for some of the disturbances we investigate. No matter, eventually we will find the root of this evil.

Pack Lore

Most felvargs who seek out this pack have been impacted by the Goodbloods either directly or indirectly. Perhaps you lost a loved one to a mysterious entity that came in the night. Maybe a portal to a twisted plane of existence snatched your pups from their den. Or perhaps you were taken by the Goldbloods themselves. Within the Vattarmenn Vada you will find many who were held captive by Azeem's felvargs. Within his clutches they were forced to fight each other for their survival. Those who survived their time in the coliseum were put through other trials. Most of them were also subjected to experimentation at the paws of Azeem's sorcerers and alchemists.

Whether you were a victim yourself, or the relative of a victim, you are welcome here among the Vattarmenn Vada. Whether you are a warrior who can lend their strength to the military as we raid the enemy's bases, an adept hunter with the skills to stay hidden on scouting missions, or a skilled actor with the confidence to blend into the crowd or risk your life inside enemy walls to gather intel, you are needed.

Even so, we are also aware that not everyfel is cut out for combat. Not everyfel wishes to dirty their paws or risk their lives. Perhaps you have family you don't want to leave behind, or you simply suffered an injury that prevents you from fighting. No matter. If you don't feel safe moving on, you are free to stay here in our base. All we ask is that you find some way to contribute. Perhaps you are a farmer, a weaver, a baker, or a butcher, any profession that can help support our efforts is just as necessary as our soldiers are.

No one will be turned away.

The Factions

The pack is divided into three main factions alongside the general populace.

The Military

Felvargs who join the military often come from martial backgrounds. They are the backbone of the pack, providing strength and support for the two other factions as well as the villagers within the base. The military acts on the information gathered by the felvargs within the Intelligence faction and the scouts. Sometimes this action may just be a raid on a Goldblood base that was discovered. Other times the alphas may lead an all out battle against a Goldblood army, though this has only happened once since the founding of the pack. If the pack receives word that there is a group of beasts or even hostile felvargs attacking a nearby village, the alphas will mobilize the army to defend them.

The Scouts

Those who join the scouts must be fleet of foot and able to hold their own in a fight. These felvargs are, more often than not, the first to enter hostile territory. They work closely with the intelligence faction to determine where the Goldbloods will strike next, or to find out where a hidden base may be located. If the pack receives word of strange happenings nearby or even on a different island, the alphas will send a group of scouts to investigate. Generally, those within this faction are not expected to engage in battle and are encouraged to avoid conflict at all costs. However, such encounters cannot always be avoided, so all members must meet the qualifications in order to join.

Intelligence

This faction is home to both the safest and the most dangerous positions within the pack. Felvargs who join the Intel faction are the eyes and ears of the pack, providing their superiors with information from across all of Ulfrheim, Helvalla, and even Jormungandr. Upon joining this faction, members are evaluated on their ability to blend into a crowd, observe and pick up on subtle body language, the use of code, and even to withstand questioning in case of capture. Depending on qualifications and where each member is comfortable being placed, members of this faction could be asked to infiltrate the Goldbloods organization itself. More commonly however, members are placed in different villages across the lands, and report in if they hear or see anything they think could be connected to the enemy.

___

"I will raise up those you've left for dead. I will nurture those you've tossed aside. None shall be left to bleed in the dust. We will see to your downfall, Azeem. Even at the cost of my own life."

~ Odalys

Pack Quest
Chapter 3: The White's Barrows
7/3/26-8/3/26

With the information gathered by the scouts and intel members at the village, Jian and Calligra believe they have pinpointed the location the Goldbloods are planning to use for the ritual. Unfortunately, this discovery did not come without a cost.

At the start of the investigation, Aneska, Dunne, and Calligra had returned to the village to report to Jian… they’d encountered a strange portal and their companion Raquiel had entered it to scout it out. The portal closed right after he entered it, leaving him trapped in an unknown and likely hostile area. Calligra believes that the portal had something to do with the Rift, which is what the Goldbloods are trying to open. Maybe there is a chance that Raquiel can escape if they intercept the ritual in time and find a way to open a new portal.

The question is… what will the Vada have to sacrifice in order to save the courageous scout?

Additionally, Derja and Faidh made a horrifying discovery about the strange creatures roaming around the village… they were once felvargs. After fighting one of these creatures, Derja returned to their temporary base covered in what looked like chemical burns. He developed a fever as well, and despite his complaints, was told to take a break from investigations. Based on what he and Faidh witnessed, they both know he got lucky.

On a lighter note, a new felvarg has joined the investigation — a young fel named Razik. He has agreed to supply the Vada with all of the information he knows about the rift, as he too lost someone to its clutches.

With this information, Jian sent word to Odalys to mobilize a small military force in preparation to storm the presumed ritual site as well as offer protection to this village from the roaming twisted creatures. Meraud agreed to come as well, brining more intel members with him in hopes of aiding in disrupting the ritual.

Comparing the strange sightings, creature activity, and a few gold blood sightings, the maps all point to the craggy foothills to the south of the village. According to local knowledge, those hills are known to house a large and poorly mapped cave system. Local folklore labels this system as The White’s Barrows, associating the caverns to many historical disappearances and deaths… blaming the supposed mythical creatures called “Whites” for these tragedies. Perhaps those myths held some truth after all.

The plan is simple… the scouts will infiltrate the caverns, moving ahead and reporting back to the military if they manage to locate the ritual site unseen. If they find themselves trapped, they will send a warning howl through the caves, which will be echoed by all who hear and traced to its source.

Jian has ordered his Scouts to avoid combat if at all possible. “Do not engage. Retreat, relay, and we attack together.”

The military will follow at a short distance behind, offering backup in case the scouts need to retreat, and also preparing to cut off any exit for the Goldblood cultists inside. Calligra has assured Odalys that if a ritual will be conducted in a rather large chamber, especially if it is to open a portal. She also warns not to get close to the portal or pentagram if the portal is open… or in the process of opening. Meraud agrees with this, as it matches what he’s seen of similar rituals during his time in the Goldbloods. For some reason, Meraud requested to Odalys that he accompany the military on this mission.

This feels too familiar,” he’d said. “I believe I know where this is going, and I have a duty to stop it.”

Odalys begrudgingly agreed, sensing that he has some unfinished business with whom he assumes will be present for this ritual. However, Meraud’s intel members have been ordered to wait outside the caverns until the Military has done its job. They won’t partake in the fighting, so the only Meraud will accompany the Military fels.

As you prepare to enter the narrow and well hidden caverns, Odalys says, “No matter what you see in there, keep your heads. Do not make any rash decisions. Bringing the fight to them, especially in these tunnels, is danger enough. Foolish acts of heroism could bring death to us all.” She looks all of you over, “For the fate of the world. Let’s look death in the eye once more, and once more we’ll leave him bleeding.”

Prompts:


(Military)

1) Odalys has given you command over a small squadron. Depict your felvarg giving orders or leading your subordinates through the caverns.

2) You have been placed with Odalys’s squadron, and have been tasked with carrying water and medicine for your team. Depict your felvarg following Odalys through the caverns, offering water to a fellow teammate, or providing first aid to someone who was attacked or injured by the elements in the cavern.

3) You have made contact with a scout who has located the ritual chamber. Depict your felvarg receiving this message. (Must include a scout who is completing prompt 1 for the scouts).

(Scouts)

1) You or one of your comrades have located the ritual chamber and you now have the task of relaying the information. Depict your scout delivering this message to a military member. (Must include a military member who is completing prompt 3 for military).

2) You have run into a patrolling gold blood. Depict your character dealing with this obstacle. Do you attack them in hopes of ending them quickly and quietly? Or do you hide and attempt a stealthy escape?

3) You have located several cages filled with starving pups. What do you do?



Objective
Fulfill one of the provided prompts

Rewards
x1 Healing salve + 500 Fc if a pack Alpha is included in the entry
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