Stonehaven's ultimate goal is to restore the natural order by ridding the island of its insidious magic and those who so foolishly awakened it. They believe the seasonal deaths are just the beginning, and there will be steeper prices to pay if the Red Witch and her ilk are not stopped. Despite their innate disdain for magic, the west has come to understand that in order to defeat an enemy, one must first understand them. After experiencing the sheer might of the Kol's magic in The Teeth, Stonehaven has conceded that they may have to fight magic with magic if they are to stand any chance against the formidable forces in the north. They now seek to weaponize afflictions, taking care not to fall prey to temptation. While they are willing to use magic to combat the Kol, once the war is won and the natural order is restored, there will be no need for such mythical powers.
Eventually, after the Kol have been vanquished and magic no longer plagues the island, Stonehaven one day hopes to reunite with their sister clans and become part of The United once more. Until then, they must stand apart and stay true to their chosen creed.
Stonehaven acknowledges the existence of magic, but they view it as a form of corruption: something treacherous and evil that must ultimately be excised for the greater good. While other factions yearn for abilities that might offer them power or prestige, magic holds no such allure to the wolves of Haven. Those who dwell in the shadow of Khepera's Teeth are not receptive to the island's blessing nor do they exalt its chosen vessels. It is their belief that magic can corrupt its host if one is not careful, and so all magic-wielders are regarded with a certain degree of suspicion. Those who willfully seek out Almos' dark gifts are seen as bewitched, and should a wolf choose magic over their fellow wolf, they will be condemned.
The unsanctioned practice of magic is strictly forbidden, and any wolf harboring unusual abilities must be properly accounted for and kept under close watch. In the west, afflictions are not seen as blessings bestowed upon one with some higher purpose, but rather a most terrible curse. As such, they are often treated as though they have contracted a disease, one that can hopefully be cured. Regardless of magical aptitude, the afflicted are not given free reign to use their powers and are subject to severe criticism. While Stonehaven does not necessarily reject those who possess unnatural abilities, and might even offer asylum to outsiders hoping to be cleansed, prejudice against the afflicted is common.
Wolves with an affinity for magic are referred to as the afflicted. Once identified, an afflicted's place within Stonehaven's society is fundamentally changed. Afflicted are given formal ranks like any other trade, but they are not given the same rights and privileges as their natural peers. Afflicted, regardless of rank, sit relatively low on the pack's pecking order. Natural wolves need not heed an afflicted's command nor are they penalized for disrespecting or defying those of higher station. The rank an afflicted holds is merely meant to show mastery over magic, not something that gives them authority over their peers.
Only when they have reached the rank of Prime and have mastered their powers will an afflicted's privileges be restored--provided those powers can be controlled and used for the betterment of the faction. Only those possessing advantageous abilities may regain their independence. For these fortunate few, life may resume some semblance of normalcy. No longer needing an acolyte's guidance, Prime Afflicted may aid whichever trade suits their magical prowess and might even be assigned specialized missions by the Vajda and Valonqar. They may also be permitted to conceive pups and serve as Vértevas, become guardians to orphans, and escort foundlings if their standing in the pack is high enough.
As beneficial as some magical abilities may be, to seek it out is to defy the natural order. Refuge is only offered to those afflicted who desire a cure for their curse, not those who yearn for its malevolent touch and covet its power.
Abilities that are viewed as advantageous and can be used to help further the pack's agenda exist more comfortably in Stonehaven society than those that are seen as evil or unnatural. Some abilities have the potential to turn the tides of war, and therefore, can be used on the front lines. Those possessing advantageous magic often occupy high ranks within their order. It is to be noted that no magical ability is desired or wanted in Stonehaven. When it comes to afflictions, the pack simply aims to make the best of a bad situation. Their ultimate ambition is to eradicate all magic, no matter how useful it may prove to be, and afflicted are expected to aid them in this endeavor.
Those with abilities deemed too dangerous or unpredictable are to be cleansed of their curse. If a wolf cannot be cleansed of their magic or the wielder refuses to relinquish their unholy gifts, they will be killed.
The following list is subject to change as the game progresses and the pack's opinion of magic evolves. Be aware that abilities deemed advantageous can always present a danger if the wolf who wields it has malicious intent. Likewise, good and loyal wolves cursed with dangerous magic might be able to find ways to help their packmates prevail against other, greater evils. Such situations will require a strong line of communication between the player and pack alpha. Under certain circumstances, an afflicted may remain in Stonehaven indefinitely provided the player and the pack's alpha discuss the terms and conditions of using their ability within the context of Stonehaven's culture and set appropriate boundaries. But remember: while the afflicted may be allowed to remain within the pack, they would still be seen as a threat by their peers and suffer severe social consequences. In some cases, the character's temperament paired with their magic may be deemed too problematic and contradictory to the pack's overall creed. As it is their responsibility to preserve and protect the integrity of Stonehaven's culture, the pack's alpha and staff reserve the right to enforce the classification system found below. If your character is in possession of magic deemed too dangerous to remain within Stonehaven's ranks, and you have no intention of ever cleansing or retiring the character, you may need to transfer them to another pack. Before any magic is purchased, the player should communicate their plans with the alpha. And should the player deviate from the agreed upon plans/terms/conditions, a ticket will need to be opened to reevaluate the situation.
Advantageous Magic: afflictions that are considered non-threatening and can be used to the faction's benefit.
Barren, Detection, Empath (Learning), Shieldwolf, Oakflesh, Visionary, Bloodhound, Shaman, Sleepwalk, Stealth, Wraith, Frostfoot, Spirit Drain, Spirit Ward, Shroud*, Trace, Deduce, Psyche Screen, Druid, Restoration, Beacon, Fatechanger, Nullify, Darkwalker, Templar, Frostshift, Flashback, Fortify, X-ray, Ghostwalk, Intuit, Cauterize, Scrying, Mercy, Warg
Neutral Magic: afflictions that are not necessarily advantageous nor are they seen as particularly threatening.
Amplifier, Aura, Efflorescence, Empath (Soothing), Soulbond (with Stonehavener), Wisp Weaver, Haze, Psychometry, Relay, Telepathy, Mislead, Colourcast, Flare, Momento
High Risk Magic: afflictions are are considered dangerous or unnatural, but can be controlled or otherwise suppressed. Vajda and Valonqar must be convinced that the ability is useful under certain circumstances and the wielder must be proven as loyal and committed to the cause.
Soulbond (with Taikan/Skydan), Rot, Siren, Dream Weaver, Obliviate, Parasite, Illusionist, Devourer, Faithless, Mimicry, Soothseer, Fools Fire, Conjure, Shatter, Vendetta, Echo, Displaced, Perishsong, Heartless, Mindless, Bloodchill, Asphyxiate, Paralysis
Dangerous Magic: afflictions that are considered evil, threatening both the natural order and the well-being of the pack. Wielder must be cleansed or killed.
Soulbond (with Kol), Empath (Shadow), Banshee, Enthrall, Living Shadow, Stonegaze, Tranquilize, Changeling, Corrode, Hexenbiest, Raiser, Smokescreen, Light Lure, Wendigo, Dreameater, Hallucinate, Resurrect, Spite, Hijack, Overwhelm, Distortion, Distortion, Undermine, Bedlam, Sear, Cuckoo, Uncanny, Decoy, Deathlights, Piper, Embezzle, Raze, Toll
Revenant, although not necessarily magic, is perceived to be an unnatural and evil occurrence. To Stonehaven, a wolf who returns from the dead would be seen as an abomination. This condition is an affront to the natural order they seek to preserve, and the resurrected would not only be shunned, but cast out of Haven altogether. Depending on the individual being resurrected, it is entirely possible that the clan may try to kill them a second time.
Phantom, while it is not technically classified as a spirit familiar, is widely believed to be just that: a malevolent spirit that has latched onto its wolven host. Like in the case of spirit familiars, if the sentient shadow cannot be excised, the afflicted will be banished.
While Haveners remember their roots, they do not forget its flaws.
Unlike their sister clans, the westernmost faction does not put much stock in spirituality unless it has practical application or can otherwise further their aims. In general, legends are seen as stories fit for welps, but most Haveners refuse to fill their children's ears with folly. Instead, they demonize magic and dismiss superstition, instructing the next generation to value logic and prove their worth through hard work and dedication to the cause. They have a deep-seated distrust for the arcane and the occult, and as a result, tend to be intolerant of belief systems that contradict the natural order. Only their trained acolytes peer into the Old Ways in search of answers, and even they remain skeptical.
While there are certainly spiritual or superstitious wolves living within Stonehaven's rigid society, they are discouraged from spreading their beliefs. One's faith is seen as a private matter, and most Haveners adopt a more agnostic view of the world. That is not to say that they are in denial. The clan is well aware that magic exists, and have conceded that myths and legends may contain slivers of truth. However, their culture places a strong emphasis on the importance of procuring evidence when making such claims. For the wolves of Stonehaven, seeing truly is believing.
Landmarks that hold spiritual significance are regarded with suspicion, but never feared or fancied. Outside of the curious acolytes, most Stonehaveners avoid the ruins of Man, addressing them with an air of indifference.
Rituals and other practices rooted in island mysticism are strictly forbidden in the west, and any wolf seen practicing ancient ceremonies will suffer harsh consequences or even face eviction.
Stonehaven believes that peace failed Tundes and have renounced their predecessor's policy of amity and tolerance. The founding members of Stonehaven vowed to never again fall victim to the Kol's brutality, but instead rise to meet it with tooth and claw. As a result, they began preparing their wolves for war.
All Haveners regardless of rank and title are trained for combat, although it is the keepers who specialize in it. They value their ability to defend themselves and others, holding fast to the belief that only violence can combat violence.
Believing their lands to be the last refuge from the malevolent forces in the north, an innate distrust for outsiders resonates within Stonehaven's ranks. While they may be willing to offer asylum to those in need, Stonehaven is hesitant to welcome new faces into their midst. It can be very difficult for new arrivals to acclimate to Stonehaven's culture and rise in their ranks.
While the other groups who fractured from Tundes are seen as kindred spirits, Stonehaven view themselves as distinct and superior for they resist the temptations of magic and are willing to do what it takes to rid the world of its champions: the Kol.
Stonehaven values alliances that are beneficial to them, and are swift to come to a sister clan's defense. They think themselves the true liberators and defenders of Almos, and do not shy away from opportunities that may solidify this claim. With that said, Stonehaven tends to be shrewd tacticians who choose their battles wisely
Stonehaven's founding members believed both the seasonal deaths and Osirus' untimely demise were the result of the Kol's meddling, and so the mountain clan considers the northernmost faction to be their greatest adversary. The Kol are seen as an affront to everything the west stands for, and all northerners are regarded with contempt. Haveners are ordered to attack Kolwolves on sight, driving them from the west by any means necessary. Afflicted Kol are seen as corrupt and malevolent, and present an even greater threat than their natural cohorts. Never will Stonehaven entertain an alliance with the Kol and to fraternize with one is to forfeit your place in their following.
If a sister clan were to align themselves with Malaysia and her ilk, Haveners would consider this a grave betrayal. A friend of the Kol is an enemy of Stonehaven.
Though guests are few and far between, they are treated with respect and cared for by their generous if not standoffish hosts. Haveners are the honorable sort, and are loath to harm another Tundeswolf in cold blood. That is not to say that they will stand idly by if their company fails to respect their customs or otherwise disturbs their way of life. Stonehaven has no qualms evicting unruly callers who defile the sanctity of their home.
Loyalty is everything to Stonehaven. Allegiance to the pack is to come before all else, even one's own kin should they stand in opposition of Stonehaven's values. Commitment to the cause pulses through their ranks like lifeblood, making the bond between members eternal. Many view their fellow Haveners as kith, or found family, facilitating strong bonds between individuals regardless of blood relation.
Despite their isolation from the rest of the island, Haveners have forged a close-knit, familal soceity. Large kills are made regularly, and members are encouraged to gather for feasts and festivities.
Unlike their predecessors, the wolves of Stonehaven den together instead of dispersing into private abodes for the evening. A massive cavern referred to as Sanctum serves as the pack's densite. Nursing mothers, wolflings, and graybacks nest in its innermost recesses where they are shielded from the elements and well protected. Keepers are stationed outside to keep watch day and night, rotating in shifts to ensure that the cavern is properly guarded. These close living quarters ensure a high degree of familiarity between members, further contributing to their clannish mentality.
While Stonehaven offers sanctuary to those in need, they do not give free handouts. They admire resilience and dedication, frowning upon vagabonds and idlers. Every member is expected to pull their weight and contribute to the pack and its betterment. This holds especially true in foundlings who must prove their worth and show unquestionable loyalty before they can be fully accepted into the fold. In the majority of cases, foundlings are never truly accepted by their Havenborn peers.
While each member is cherished and cared for, there exists a firm hierarchy based solely on rank and experience within Stonehaven's society. In the west, one's worth is determined by their work ethic and devotion to the pack. Rank is of great importance to Haveners, for it denotes one's commitment to the cause and skill in their chosen trade. Those holding higher ranks are universally respected while those lingering at the fringes of society are ostracized.
Pack structure is strict and built on pillars of respect, but leaders typically prefer to inspire obedience through trust and admiration rather than fear. Command of the pack is shared between the Vajda and the Valonqar, although the Vajda reserves the right to make final decisions. The rule of the Vajda is considered absolute and irrefutable, and to defy the Vajda's will is to defy Stonehaven itself.
Pack hierarchy is to be maintained at all times, and Stonehaveners tend to employ a more physical means of keeping order. Higher ranked individuals often resort to violence when putting subordinates in their place. Disrespect is not to be tolerated and duels are permitted if not encouraged. Power struggles are not uncommon, and should a subordinate challenge their superior and succeed, they are considered to have earned the right to rise in the ranks. This ensures that the highest ranked individuals are the strongest and most capable combatants. Physical contests are to be conducted in good taste, however, as Stonehaven does not condone wanton bloodshed among its members.
Stonehaven have precious little patience for insolence and even less for indolence. If one cannot respect those in power or lingers at the dregs of society for too long, they may soon find themselves in need of a new home. Haveners are perhaps socially conditioned to contribute, as those who fail to do so are shunned by their peers. Null and foundlings, for example, are not permitted entry to Sanctum, even on the coldest nights, until they have taken up a trade.
The west abhors dishonesty and treachery, a value that makes them particularly intolerant of those who cannot commit to the cause. For those who are unable or unwilling to give Stonehaven their loyalty, exile is inevitable. Outcasts who have committed crimes against the pack are marked by the Vajda's fangs, forever branded as an exile and enemy of Stonehaven.
When learning a new trade, Stonehaven has diverged from Tundes traditions to create a more intimate means of tutelage. Rather than having the high ranks teach the lower as has been done for generations, every novice is assigned a single mentor to study under for the duration of their training. Until they have learned how to effectively perform the duties of their chosen trade, each Second will learn from their assigned mentor.
This practice was implemented as as means to forge strong bonds within the community. The relationship between mentor and second is sacred and exclusive. As such, higher ranking individuals should avoid instructing Seconds who already have mentors and vice versa. Mentors may permit another high-ranking individual to temporarily train their Second, or even arrange joint-training sessions with other pairs, but there is no longer any need for the large-scale training sessions seen in Tundes.
In the event where there are no higher ranking individuals available to train a new Second, mentors may be permitted to have up to two Seconds at a time.
Combat: while keepers specialize in warfare, every mentor regardless of trade teaches their Second basic combat skills for self-defense. All Seconds are expected to know how to defend the territory from intruders and rival predators. Every wolf must learn how to fight in preparation for the wars to come.
Hunting: while pathfinders specialize in hunting and are solely responsible for providing kills to sustain the pack, mentors still teach their Seconds basic hunting and tracking techniques. Like combat, this is considered an essential skill for survival, and all Seconds are expected to be able to fend for themselves in the event they are separated from the pack. With this said, most Seconds have already learned basic hunting skills from their parents or guardians during adolescence, but mentors are responsible for filling in the gaps if necessary.
Navigating: all Seconds must learn the main trails and be able to navigate Stonehaven's charted territory with ease before they graduate.
Animal companions are highly revered in Stonehaven. Many within the faction bond with lesser creatures who provide them with assistance and companionship. Unions between wolves and avians are especially sacred, for having a bird's eye view of the territory proves useful in keeping tabs on their enemies or scouting for prey during hunts. To harm another's familiar is considered to be a grave crime.
While Haveners cherish their animal counterparts, they do not exalt connections to spiritual entities. A wolf chosen by a spirit is a wolf cursed, and if the unnatural bond cannot be broken, the wolf will be cast out of the territory.
Stonehaven does not tolerate disobedience and nonconformity among their ranks, and committing crimes will warrant severe consequence. Law and order are the pinnacles on which the western faction stands. They abhor chaos and find meaning and security in the rules and regulations that shape their society.
While it is possible for a wolf to make amends for the wrongs committed against Stonehaven's creed, second chances are not given lightly. Misconduct can result in the suspension of rank, or in some cases, the loss of it entirely. If the offense is grave enough, the accused will stand trial. From there, the Vajda and Valonqar will determine an appropriate punishment.
If the Vajda and Valonqar decree that the accused can indeed be redeemed, they will be given the chance to atone. Any wrongs committed against the pack or specific individuals within it will be expected to be paid back in full. Usually, if they have slighted a fellow Havener, the accused will be made to serve them for the duration of their penance period. If their crimes prove to affect the pack on a broader spectrum, they may be expected to serve a number of wolves or perform a variety of tasks.
For more severe infractions, a trial by combat may be in order, though this practice is reserved for those who commit seemingly irredeemable crimes. Referred to as conclaves, these blood duels are rare, but very public events in which the accused is pitted against another. Their opponent is usually the very wolf they wronged, although the victim may choose a champion to fight in their place. If the accused emerges from the battle victorious, they will be permitted to leave the territory as an exile. If they should fail, however, they will be at their opponent's mercy. It is not unusual for conclaves to become fights to the death, as most victim's are not always so willing to forgive those who trespass against them.
If the accused is so fortunate as to walk away from a conclave with their life, they will be formally exiled in a public scarification ceremony. This tradition is carried out by the Vajda, though keepers are often needed to restrain the transgressor. During the ceremony, the offender is dealt a swift blow across their visage, leaving them with a permanent scar that forever brands them as an enemy of Stonehaven.
All law-breaking activities and their consequences must be pre-plotted and communicated with the pack alpha beforehand. In cases where redemption is possible, the accused will be granted a penance period. During this period, the character is suspended of their rank, losing all of its associated privileges. Some crimes may result in the character being unable to recover the rank they previously held, and so they will be demoted in addition to their penance penalty. Those who have been given a penance penalty are required to complete 3 canon pieces that go towards their atonement within a 6 month (2 season) period. If they fail to do so, the character will be exiled.
When a wolf dies, their body is given to the menders to be prepared for burial. Stonehaven forbids their wolves from meddling with the dead, even for academic purposes. While experienced menders are permitted to examine the body to determine a cause of death, they may not defile it with their teeth or claws, nor are they permitted to perform any rites. When the sun sets, the pack will gather to pay respects. When the moon reaches its highest point in the sky, only the family and closest friends of the deceased may remain for the final vigil. When the sun rises and the vigil is complete, the family will make one last journey with their fallen loved one to Bleakfalls Barrow. The burial itself is overseen by the graybacks and carried out by the Null. All Haveners who have died with honor are laid to rest in Bleakfalls.
Stonehaven recognizes the grief that comes from losing estranged family members or being unable to visit the graves of loved ones lost before the divide. In honor of those who have been buried beyond the borders, a small section within their sacred moorland is dedicated to memorials. Haveners are permitted to use this area to construct personal monuments to help them remember and feel closer to their dead. So long as the wolf being remembered has not brought harm to the pack, Haveners may prepare a place within this section to house their memory and celebrate their life.
Enemies and traitors to Stonehaven are given no such respects. Their names are to be forgotten and their bodies cast out of the territory and left for carrion. In rare instances where the deceased is a loyal wolf who has passed under suspicious or otherwise unnatural circumstances, their body is to be buried just outside the border near Bleakfalls. Stonehaven does this as a precaution in case the wolf's death served some unknown but potentially nefarious purpose.
According to Stonehaven's creed, wolflings are to be protected and cared for regardless of their origins. Any orphans found in the Freelands are to be taken in to be raised as a foundling. New blood is always welcome in the west, especially in the form of young pups who are more easily influenced than those who join the pack later in life. Orphans are given to trusted guardians who are responsible for shaping them into loyal followers, acting not only as caregivers, but teachers as well. It is exceedingly rare for low-ranking members to be given wards, but it is not unheard of.
Generally speaking, it is frowned upon to treat a foundling as one's own child. Guardianship is more akin to fostering, and foundlings are not to be mislead into believing a lie. There is no shame in being an outsider, for one does not need to be true-born to show exceptional skill and commitment to the cause. Likewise, foundlings are discouraged from viewing their guardian as their sole provider for they must learn to place their faith and devotion in the collective not the individual.
Foundlings are not always orphaned pups, however, as the term also includes outsiders who wish to join the cause. Outsiders are given an escort who serves as their guide until they are ready to choose a trade. Usually high-ranking and in good standing, an escort is responsible for helping a newcomer acclimate Stonehaven's way of life.
Haveners should be careful when raising or otherwise sponsoring foundlings, for the failings of a foundling are reflected upon their guardian. Should a foundling prove themselves to be a danger to Stonehaven, it is the one responsible for their indoctrination who shoulders the blame and may even suffer the consequences as well.
Depending on the situation, an escort can be responsible for multiple foundlings. Likewise, guardians can raise multiple wards.
The western reaches are far too treacherous to play host to wolves with debilitating injuries or illnesses. While the pack is not so callous as to cast out lamed individuals, they do, however, force them into retirement regardless of age. This decision is not born of prejudice, but rather a need to be practical. Stonehaven wishes to protect vulnerable parties from the harsh conditions of the Tyluman Mountains as well as those who might endanger themselves trying to offer aid. As a result, wolves with disabilities may not take up trades, even those who have previously held ranks in Tundes or The United. Most disabled individuals assume the role of grayback, contributing to their faction in less arduous ways. As such, they are confined to Sanctum and its grounds, only venturing beyond the summit to bury their dead or to visit The Vale when the weather permits.
Immediate transition to grayback: blindness, deafness, missing or lamed limbs (legs)
Excluded from pathfinder and keeper trades: partial blindness, partial deafness, mutism, chronic ailments that otherwise interfere with mobility
Unaffected: albino, leucism, other aesthetic based mutations that do not interfere with mobility
The above list is subject to change as new traits are added to the group. Neurological conditions and physical handicaps that are not listed are handled on case by case basis and must be discussed with the pack's alpha.