+8 Dust Bonus to Complete
List as Claymere MSE Bonus when Cashing
Must be posted/submitted during the month the MSE is active to receive bonuses.
March
As winter draws to a close, it seems there is more change on the horizon for the Clay. On the Eve of Spring, as the last snows settle into the land, Holden, Viscount of Claymere, returns to the pack in a disheveled, injured state. There is both anger and sadness and betrayal on his face, and it echos in his voice as he delivers solemn news.
His own son, Leofsige, has attacked him.
After attempting to confront and console his son, who has fought the changes with Hadran's arrival, he admits that his son snapped and attempted to assault him in the quiet of the forest. His companion, Irea, confirms it, having acted in defense of the older wolf. With a heavy heart, Holden admits that he fears his son has fallen to the same mind breaking madness that claimed his late Grandfather Oswin in his ageing years. That, or perhaps his sons fears of Ghasts were true, perhaps his mind has been taken and tainted by some Ghost of the past to do its cruel bidding.
But he has not given up hope, if Leofsige attempts to return, or is found within the borders of the Clay, he is to be brought directly to Holden so that he might try to reason with him yet again. In the meantime, he will appeal to the Gods, that they might shield his son and bring him back into their fold when he is well again.
How does your wolf take this news? Do they fear with the increasingly odd behavior of the boy, and his recent brush with the bear that was possessed has led to his own possession or mental decline? Or do they remember the sweet, shy young boy that could barely defend himself in a spar, let alone attack someone, his own father, to boot? Will they be vocal about this, or keep their worries to themselves for the time being? Or perhaps, will the strike out in an attempt to find the truth for themselves?
Image credit to Zeya Irish
Image credit to Tom Fisk
April
In the wake of change, comes the aftermath. The Sanctum is still closed, Holden himself seen less and less as he 'tends' to this new God. The pack have long since begun their return to the Summer den site, but with heavy rains and spring storms, life is not perfect. The land is drenched, and the mountains threaten mud and rock slides daily.
The rivers swell and Mere swell, and wary whispers abound that the Sanctum may very well become flooded if the rains continue.
But the weather is not all bad. Life is returning to Claymere slowly, even under the onslaught of storms. Flowers begin to bloom and leaves are budding and sprouting from the trees. Temperatures begin to rise, and by the end of the month, frost no longer bites at paws in the early mornings. While the spring is not perfect, for now, things seem safe.
May
As quickly as the storms had roared to life, do they begin to calm. Every now and then thunder and lightning plague the sky in the evenings, but day long storms have now slipped away. Warmth saturates the ground, prey abounds and things seem well.
The Gods are calm, the world is calm, and it seems, perhaps things will settle now. As May draws to a close, its a bit drier than usual, but nothing of concern just yet.
Does your wolf seek to enjoy the warmer, calmer weather? Are they preparing for the hotter days of summer or taking a moment to relax in the moment?
Image Credit to Atlantic Ambience
The test of the Blades is not easy; it often pushes one to the physical limits and quickly proves who is up to the task and who is not.
Taking place in Lámfæt's teeth, the exact location of the test is always different, preventing wolves from passing on hiding places or tips to those testing after them. Only one wolf is tested at a time, and only one wolf is tested a day. The test will begin shortly before dawn when the wolf is shown the boundaries in which they must remain and then sent off on their own. The tester will then enter the area at dawn and attempt to track the testee down. The testee must then evade him until roughly mid-day, in which they must then make their way back to camp, assuming that they are still being hunted. Should they arrive back to the Densite without being caught, their successful test will be announced, and they will officially become a Squire of the Blades.
There are requirements for evading the tester, as it is incredibly rare that a Page would manage to remain undetected the entire duration of their test.
Remain completely undetected by the tester
If found, they must then escape their sight, cover their trail, and go back into hiding
If caught, they must fight to escape, lose them in the ensuing chase, cover their trail, and go back into hiding
It is highly encouraged to use any means necessary (short of actually injuring your tester or leaving the decided-upon boundaries of the testing grounds), as all Blades should be able to think on the fly and have as many tricks as possible under their sleeves!
If caught and unable to escape, it is marked as an automatic failure of the test. The tester will escort your wolf back to camp, and instruct them on where they lacked. To leave the decided-upon boundaries of the testing ground is also an automatic failure, and there are wolves patrolling that boundary to ensure wolves remain inside of it. After one month, a wolf may retake their test and try again.
While the test of the Seeker is a far less violent one than that of a Blade or Shield, is is no less exhaustive.
This test often takes place either at the densite or, if the weather allows, near the Sanctum. Your wolf will be tested on their knowledge of the Gods, history, and pack traditions. Sometimes, questions are asked twice in different ways each time, trick questions are posed, and there are no given breaks. They are also tested on their knowledge of the care of the shrines for each god and must prove that the gods come first before their humility and pride.
The requirements for passing this test are a bit looser, and it depends fully on the tester and their expectations for Squires.
Answer all questions correctly and quickly
Meet the tester's expectations
If a question is answered incorrectly, it is often an automatic failure, though some testers may give grace on this. Each tester has expectations that must be met, and if they are not met, they have full rights to deny your wolf their rise to squirehood, forcing them to wait until they can test again.
Contrary to popular belief, the Shields test is not all about strength and fighting prowess. While there is a physical portion of the test that does require some fighting prowess, what is more importantly looked at, is a wolfs ability to strategize, plan, and adapt.
These tests consist of fighting off enemies, being given a scenario, and having to explain how they would escape it or how they would lead others out of it. The goal of these tests isn't to win either; no one ever truly wins in war, but to test the wolf to ensure they have the makings of a shield. They want to see a wolf who will go out of their way to ensure that their packmates are kept as safe as possible, that they won't send them on fool's errands or use them as cannon fodder against a stronger enemy. Every life is sacred, and to forsake one for the simple act of greed for fame is scorned. This was not always the case; there was a time when, during previous rules, brash and idiotic behavior was allowed and even encouraged.
But to this day, it is strictly forbidden, and wolves have been denied many a time for such callous treatment of a pack member.
The requirements for passing this test are loose, similar to the Seekers, but they find rigidity in the wolf's ability to fight as well. A Shield that cannot fight is a dead Shield.
Showing humility and care for the lives in your command
Showing you've begun to pick up some degree of fighting prowess
Showing the ability to adapt and handle stressful situations on the fly
Automatic failures come in the form of having little to no fighting prowess whatsoever and the inability to consider your packmate's lives as important/considering them little more than a resource to win an altercation. Should a wolf show too much of a callous and misguided heart, their tester may even suggest that they look into a different task altogether.
Similarly to the Seeker's, the Lights test is far less physical, a test of knowledge and dexterity.
One has to be able to name various herbs, remedies, mixtures, and tinctures. They must know how to apply these practices, how to stabilize patients quickly and efficiently, and perhaps the most outlandish of it all... They must also learn how to kill with their medicinal knowledge. Lights are expected to be able to handle their own in combat and must know how to use their herbs and mixtures, both how to assist their packmates, as well as poison and hinder their enemies. They must know how to tell the difference between their herbs by sight, touch, and smell as individual senses, and they must be able to do so quickly in high-pressure, tense situations.
This task is not for the light of heart.
The requirements for passing this test are fairly stringent, as identifying certain herbs and mixtures incorrectly, or providing the wrong kind of care (or just to slowly), can be a matter of life of death.
Must show ability to administer correct care and show efficiency and a good head under pressure
Ability to identify herbs and mixtures correctly through multiple avenues.
Automatic failure can be achieved by incorrectly identifying herbs and mixtures, failing to hold yourself together during a stressful scene, or messing up care and application routines for a patient.
Please note that for these communions, prey items refer strictly to larger game such as elk, deer and the like!
Please send in your ideas for your communion to the pack leader via the ticket system before purchasing!
LÁMFÆT
If a wolf seeks to commune with Lámfæt themselves, they must bring with them pure intentions and a clear mind. Alongside this, they must also produce physical offerings to be laid at their altar.
2 of any Common Items
(can be mismatched)
1 of any Foreign Items
Pure Intentions
CULFER
If a wolf seeks to commune with Culfer, they must bring with them a reason to care. This can be anything from having a child to love or a reason to defend their pack. Alongside this, they must also produce physical offerings to be laid at his altar.
2 Common Plants OR Feathers
(can be mismatched)
1 Foreign Feather or Plant
A Reason to Care
BIREN
If a wolf seeks to commune with Biren, they must be willing to bloodlet themselves, as well as produce physical offerings to be laid at her altar.
2 of any Common Predator Items
(can be mismatched)
1 of any Foreign Predator Items
A Blood Offering
NÆDRE
If a wolf seeks to commune with Nædre, they must bring with them a secret. This can be anything from eating more than they should have from the pack's stores to something awful and dark. Alongside this, they must also produce physical offerings to be laid at his altar.
2 of any Common Predator or Prey Items
(can be mismatched)
1 of any Foreign Predator or Prey Items
A Secret
ULE
If a wolf seeks to commune with Ule, they must bring with them a piece of knowledge. This can be anything from something new they’ve learned today or something historical and ancient. Alongside this, they must also produce physical offerings to be laid at her altar.
2 of any Common Items
(CANNOT be mismatched)
1 of any Foreign Items
A Piece of Knowledge
GODS SIGHT
Somehow, your wolf has caught the eye of the gods. Perhaps they trust your wolf to deliver their message, or perhaps they simply cannot reach another to pass on a grave warning and have chosen to entrust you with it.
Whatever their reasoning is, they’ve chosen you, and you must now choose what comes next.
(This Prompt will require you to OCCly collaborate with Caliber to decide what message your wolf has received from the gods and its contents. You will then be given an entirely unique prompt that will never be used for anyone else, and this may very well lead into/kick off a pack-wide plot that will affect the entirety of Claymere, and possibly put your wolf at the center of the action! (Please note that this is NOT to purchase a plot, but due to the rarity of the Gods willingly reaching out to speak to the wolves of Claymere, it could cause some big stuff!)
500 Star Dust
3 Common Plant
3 Common Predator or Prey Items
3 Common Feathers
3 Foreign Plants
3 Foreign Predator or Prey Items
2 Foreign Feathers
COLLECTING LÁMFÆT’S TEARS
In the aftermath of great, heaving Thunderstorms, more often than not, at least a few remnants of the lightning's searing heat can be found in the towering dunes of the Howling Devil hills.
These oddly shaped pieces of clear stone can be collected by those willing to toil up the towering dunes long enough to hunt them down and dig them free of the wet sands. They are often kept as personal effects but have been known as amazing gifts to wolves who enjoy shiny or funny-looking trinkets.
50 Star Dust
Traditions Bonus
+8 Star Dust
ART, LITERATURE OR ROLEPLAY.
Depicting your wolf taking part in Claymere’s traditional coming-of-age, new-life celebrations, burials, and public trials will earn you a bonus!
You may apply this once per 'event' - so if you make multiple pieces, you can only apply the bonus to one of them!
MSE Celebration Bonus
+8 Star Dust
ART, LITERATURE OR ROLEPLAY.
At the first moon of each season, there is a day-long celebration of the new season's entry. Depicting your wolf taking part in any of the usual festivities, pre-work, or clean-up will earn you a bonus!
TBA
+8 Star Dust
ART, LITERATURE OR ROLEPLAY.
Coming Soon