Stonehaven is a pack in the west led by Yetta. Haveners believe that magic is unnatural, persecuting those who champion it. Their community is extremely hierarchical, close-knit, and disciplined. Stonehaven values hard work and loyalty, and are committed to ridding the island of magic.
Players (OOC) are expected to keep track of rank progression deadlines and communicate with the leader concerning any major plots.
Characters (IC) are expected to respect pack hierarchy, regard magic as an affliction, and devote themselves to a task.
Free roaming, law breaking, birth, physical capability to carry out certain trades, rank progression, and the development of magic are highly regulated in this pack, and players should be prepared to communicate with the alpha regarding these plot choices.
This pack has a very strict amount of infrastructure to be aware of when making characters.
Svajone's political climate is ever changing. Below you can view the current pack opinion on the other factions, and any specific instructions pertaining to in character interactions with that faction.
Friendly | Neutral | Tense | Hostile
Regarded as a pack of misfits and broken things, Stonehaven's opinion of Taika is that of pity not admiration. Perhaps underestimating their southernmost sister clan, they believe Taika to be soft and weak. While they do not care for Taika's continued devotion to mysticism and magic, Stonehaven is content in the knowledge that Taikans seem to have no love for the Kol. Even so, most Haveners think Taika's way of life is absurd and criticize their pacifism.
While they see no threat in these peaceful wolves, the gathering soured Stonehaven's relationship with Taika, creating tension between the two factions. However, Stonehaven let bygones be bygones, and offered sanctuary to displaced Taikans after their territory was lost to the sea.
Friendly | Neutral | Tense | Hostile
Stonehaven is suspicious of their easternmost sister clan, and believes them to be Kol sympathizers. Regarded as naive and meddlesome, Stonehaven's relationship with Skydas has deteriorated after several altercations at the border. General attitudes towards Skydas tend to be negative or condescending. Continued sightings have put the west on edge, and many are inclined to think the cliffside pack is spying on them. As a result, eastern emissaries are no longer welcome at their borders and keepers are instructed to greet visiting Skydans with hostility.
The events of the gathering worsened the divide between Stonehaven and Skydas, and after several unsuccessful attempts to peacefully warn off their invasive scouts, Stonehaven has turned its fangs on its sister clan.
Friendly | Neutral | Tense | Hostile
Viewed as the root of all evil and the source of the island's continued suffering, Stonehaven nurses a deep-seated hatred for the Kol. They believe Malaysia and her follower's meddled in forced beyond their comprehension and brought death to Almos.
Unlike their northern foes, Stonehaven does not consider the awakening of magic to be a blessing, but rather a corruptive curse. As such, Haveners believe the only way to restore peace and balance to Almos is to rid the island of its magic--and those who seek to claim its power. This view and ambition puts them in direct opposition of Malaysia and her ilk, making the Kol Stonehaven's arch enemy.
Taking inspiration from the legendary Tyluma, this segment of the once United Pack retreated into the cold reaches of the western mountains where they will remain in a viel of secrecy, offering sanctuary to those who fear magic and the destruction it brings.
The Tyluman Mountains are a harsh and unforgiving land. The mountain passages are treacherous under inexeperienced paws, and in truth, even its most skilled inhabitants must take special care not to lose their footing on the rocky terrain. Those too young, too old, or too frail from debilitating injury are not permitted to wander beyond Sanctum and its grounds. Unless they have a specialized escort, ranked wolves must stay on the established trails leading to and from the territory's major landmarks. Only trained pathfinders know the territory well enough to navigate it surely and safely, and are therefore the only trade permitted to wander The Teeth freely.
Sanctum [x][x][x]
A large cavern that serves as Stonehaven's densite. The mighty cavern plays host to many chambers and passageways, most of which feed into a vast network of tunnels. Cave-ins have rendered the majority of these passes inaccessible, and so the pack resides in the more shallow recesses near the cavern's entrance. Carved into one of the lesser ridges of the mountainside, Sanctum opens into an expansive plateau referred to as Sanctum's grounds. It is relatively flat and easy to traverse, making it the primary social hub for the territory's inhabitants.
Khepera's Teeth [x][x][x]
A series of peaks that rise high in the western horizon. The range itself is commonly known as the Tyluman Mountains, believed to be the original home of the mythical Tyluma. Its two most prominent peaks are the largest and most commanding of the entire island, stretching higher into the sky than even Remiel. They are often referred to as The Teeth, biting up into the sky, ever reminding the island of their namesake's ferocity.
The Gate [x][x][x]
What was once a mere rise in the rock formation high in the Teeth has become a gaping wound on the otherwise desolate plateau. Long ago, a strange sigil was carved on the stone: a mark that promised power in exchange for blood. Once the exchange was made, the gate opened and a battle was fought. Though the infiltrators escaped with their lives, they had to relinquish this mysterious site to the Haveners who have worked tirelessly to uncover its secrets ever since. Deep within lies a labyrinth of tunnels and hidden passageways - but only one leads to the Darkwater.
Darkwater Tarn [x]
A wide cavern at the heart of the mountain. Much like Sanctum, the walls of it tower far beyond the entranceway. The two sides are unable to meet, however, as the sky breaks through an aperture overhead: wide enough to allow natural light to trickle in. A few paces away from the chamber's opening lies a vast pool of water that bleeds into the distant, dark crevices of the cavern. Shallow at first, the stone underfoot slowly descends into deeper waters. But eventually, the bedrock ceases and its depths become as dark as the tunnels encasing it.
Northshield Pass [x][x]
A gap that serves as a swift but treacherous route through the northernmost reaches of the territory. Flanked by steep cliffs, this narrow mountain passage is not for cravens and softpaws.
Bleakfalls Barrow [x][x][x]
A small mooreland in the foothills that serves as a gravesite for fallen Haveners. It rests in the lowlands just east of the ridge that contains Sanctum. A shallow mountain stream runs through the otherwise barren terrain. This landmark is highly revered by the mountain pack, as many come to mourn their loved ones. It is also a place for quiet reflection, should one find themselves seeking a moment of silence and solitude.
The Vale [x][x][x]
A valley that cuts through Tyluman Mountains. Rich with greenery and blessed with a milder climate than what is found at higher elevations, The Vale is a favored spot for leisure activities. The river that flows at its center is fed by snowmelt and fiercely coveted by the pack that guards its peaks. It runs futher south than the borders, however, reaching under the God's Pass and feeding into The Land's Tears.
A point in the river's journey where it has been naturally stretched thin and rendered shallow enough for passage. Here, wolves can wade through the weakened current to reach the other side of the valley. Because it is the only means to safely cross the river, this site is highly trafficked by Stonehaven patrols.
A dense alpine forest lying in the western lowlands overlooking the seafront. It is a mender's favored spot for foraging and a preferred place for parents and guardians to teach adolescents to hunt.
Pathfinders: Wolves who have received formal training in this discipline are allowed to wander the western reaches freely. Because of their experience and knowledge of the terrain, pathfinders are the only trade able to navigate the Tyluman Mountains and its surrounding territory safetly. Though Seconds must be accompanied by their mentors while they are still learning their craft, once they graduate, they are permitted to travel anywhere within Haven's borders. They act as guides and wayfinders for their packmates when their duties take them off the main trails and into uncharted wilderness.
The Vajda & Volanqar: As the governing body of Stonehaven, the Alpha and her chosen council are meant to remain at the heart of the territory so that they are readily available if called upon. When the need arises, the Vajda and Archs may resume the duties they held prior to their ascension. Like all ranked wolves, they must remain on the established trails when traveling.
Primes, Tradewolves, & Seconds: Wolves that have graduated from the rank of Second are permitted to travel freely across the territory using the main trails. If they need to venture beyond these established routes, they must be accompanied by an experienced pathfinder. While Seconds have earned the right to venture beyond Sanctum and its grounds, they must seek their mentor's permission before setting out on recreational explorations. Until they have completed their training, young learners must always be accounted for, and like their superiors, must remain on the main trails unless accompanied by an experienced pathfinder.
Null, Foundlings, Graybacks, & Wolflings: Null and Foundlings are restricted to Sanctum's Grounds. Though they may not enter the cavern itself, they linger outside of it, taking shelter in the lesser grottos found throughout the summit. Null are occasionally enlisted to serve their superiors, and can venture into the territory under the watch of a Tradewolf, Prime, or Arch. Wolflings are to remain wihtin the confines Sanctum until they have reached adolescence, at which point they may begin to explore the plateau. They may venture no further without a parent, guardian, or mentor present. Parents or guardians are encouraged to accompany young wolflings on outings in order to ensure their safety. Negligence is not tolerated in the west, and should a wolfling be harmed under their watch, the irresponsible parent or guardian will suffer harsh consequences. Graybacks, even those who are young and have only retired due to injury, are not permitted to travel beyond Sanctum and its Grounds. The only exception is the occasional excursion to Bleakfalls to bury their dead or brief jaunts to The Vale when the weather permits.
The Afflicted: Until an afflicted reaches the rank of Tradewolf, they are not permitted to wander beyond Sanctum's Grounds without their Acolyte present. Tradewolves are allowed to work under the oversight of their natural peers, using their abilities to aid a trade of their choosing. For those who have advantageous or otherwise nonthreatening magic, once they reach the rank of Prime, they will be permitted to travel freely, keeping to the main trails.