Each pack has a different hierarchy and different tasks assigned among their population.
Vajda
The leader of the pack.
War Lord in the Old Tongue, the Vajda functions as the commander of the pack's military force. The Vajda holds absolute authority in all matters and must be physically capable, possessing formidable skill and prowess in combat.
Arch
Archs serve on the Vajda's Valonqar, or war council. The Valonqar is made up of 6 of the wisest and most trusted Primes who are given the title of Arch. In addition to serving on the Vajda's council, Archs lead their respective trades. Ideally, there are two Archs residing over the keeper and pathfinder trades; one from the mender and acolyte trades.
Hand-selected by the Vajda, the rank of Arch must be properly earned. This rank cannot be purchased and is appointed based on skill and merit. Only wolves who have reached the rank of Prime may be considered for this esteemed position.
Governing the pack must be their primary focus, and so members of the Valonqar are not permitted to take on Seconds. Mentorship would divide their attention, making their work as an Arch difficult. Instead, they are to devote their energy into guiding their faction as a whole rather than guiding young pupils.
Should the Vajda pass before choosing a worthy successor, the Valonqar will preside over the pack until a new Vajda ascends.
Prime
Masters of their trade
Primes are loyal, well-learned wolves who have proven both their unrivaled skill and absolute commitment to the cause.
They are considered experts in their craft and guide their subordinates in completing their duties, ensuring that the will of the Vajda and Valonqar is fullfilled.
In the case of afflicted, Primes are wolves who have mastered their affliction and can control it reliably. No longer requiring an acolyte's continued study, Afflicted Primes who are in possession of advantageous magic are allowed to operate independelty and serve any trade of their choosing.
Those few Primes who find themselves afflicted with magic too dangerous or unnatural to exist freely within Haven's society are required to remain under an acolyte's observation until such a time where they might be cleansed of their curse.
Prime Afflicted do not hold authority like Primes of other trades. No afflicted has authority over their natural born peers.
Tradewolf
Wolves who have completed their training and possess sufficient skill in their chosen trade.
The bulk of the pack, Tradewolves are able to carry out their duties without a mentor's supervision. They may train Seconds of their own and enlist Null to aid them in their tasks.
Tradewolves are dedicated, hardworking individuals who have proven themselves worthy of a place in the pack. As such, they may speak their minds during formal meetings, eat freely when kills are made, take a mate, and rear offspring.
In the case of afflicted, Tradewolves are those who have reached stage 3 of their affliction and now possess a deeper understanding of their abilities. Those able to use their magic for the betterment of the pack are permitted to perform duties for any trade under the supervision of their natural peers.
Second
Novices who have recently chosen a trade and are now required to study under an experienced mentor until they have completed their training.
A wolf may not remain as a Second for more than one season cycle (12 months). Those who cannot master the discplines of their selected trade within this period of time will be demoted back to Null and expected to choose a different profession, hopefully one that better suits their talents.
In the case of afflicted, Seconds are wolves who have reached stage 2 of their affliction and are now fully aware of their abilities. They are able to activate their magic, albeit without much consistency or control. Afflicted Seconds are to train alongside their acolyte until they gain a better understanding of their magic.
Null
Able-bodied wolves who have reached adulthood and have not selected a trade or foundlings who have not been fully indoctrinated into the pack.
A wolf may not remain as a Null for more than two seasons (6 months). Those who cannot commit to a trade and contribute are no better than pests and will be expelled from the territory.
In the case of afflicted, Null are wolves who have recently been identified as an afflicted. They are not able to control their magic and have a very limited understanding of their abilities - some may not even be aware of its existence.
Afflicted Null are assigned to an acolyte who will study their affliction and help them gain control over their newfound powers.
Wolfling: Pups & Juveniles
Wolves who are too young to serve the pack. A wolf is not considered Null until they have reached adulthood, and until then, fall under the care of their parents or guardian. While juveniles are highly encouraged to become Seconds, they are not expected to contribute until they become yearlings.
Adolescence is a transition period during which young wolves begin to acclimate to Stonehaven's larger society and find their footing within its strict hierarchy.
No longer pups, juveniles are not to be coddled by their packmates and are learning how to care for themselves. They are held accountable for misconduct. Though they tend to be more independent than pups, adolescents still need a parent, guardian, or mentor's supervision until they reach adulthood.
Grayback: Elders & Retirees
Wolves who have been forced to retire due to injury or are too old (8+ years) to serve the pack. Like wolflings, graybacks are properly cared for and cherished by their packmates.
Elders are revered in stonehaven and are treated with great respect. Though their bodies may not allow them to perform a trade's duties, they continue to contribute by passing on their wisdom to the next generation. They preside over burials and, with the help of the Null, maintain Sanctum and its grounds.
Vajda
Archs
Primes
Tradewolves
Keepers: Murdoch, Asriel, Huron, Reyna, Ildiko, Tevas, Temperance, Aleksandr
Acolytes: Menulis, Ixchel*, Theodora, Valka, Wren, Arum, Glaive
Menders: Aniseed, Sunluck, Tain, Revan*, Innessa, Haruspex, Loa, Larka, Ophelia, Alar
Seconds
Keepers: Gallow
Null
Null:
Foundlings: Cygnus*, Deimos*
Graybacks & Wolflings
The Afflicted
[*] Indicates an unidentified magical ability. Once discovered, the character must transfer to The Afflicted.
Deceased
Honorable Dead (buried in Bleakfalls): Tyr, Calypso, Wolnir, Ariam, Zaim, Lincoln, Fiddle, Bennu, Tusco, Fiachara, Ozan, Argorok, Clodagh, Brassica
Dishonorable Dead (buried outside of the territory): Fitch, Ifreit, Credence, Europa
Exiled
Common Outcasts: Stark, Usoa, Filea, Grimm, Notos, Runa, Monroe, Mo
Enemies of Stonehaven: Riikka, Lanval, Ennek
Defectors & Missing Wolves
Known Defectors: Rose, Naktis, Brutus, Naydra, Lyssa, Ruairi, Sukka, Kratos, Kasar, Mar, Quesnel, Cynare, Fergal, Boreas, Nita, Rictus
Missing: Quentin, Arax, Raatek, Bertha, Astraeus, Procyon, Sojir, Caelum, Hillevi, Bramble
Believed dead: Kaz, Otsoko, Nerio, Fluke, Smyga, Helfysir, Ysenlin
Retired as NPC
Seren, Kotryna, Padavina, Farosh, Dinraal, Volvagia, Akeldama, Kjall, Reyna, Alphonse, Gitana, Ares
Mentors & Seconds
Keepers:
Psyche & Gallow
Pathfinders:
Signy & Nazir
Undine & Bodhi
Acolytes:
Kuromori & Rusalka
Theodora & Bahari
Menders:
Revan & Haimi
Haruspex & Pidge
Acolytes & Afflicted
Menulis & Adel
Kuromori & Olimpia
Guardians & Wards
None
Escorts & Foundlings
Sojir & Sparrow
Undine & Deimos
Kuromori & Cygnus
Mated Pairs
Sigrid & Kodiak
Svanhilde & Kjall
Keepers
Guards & Warriors
Keepers are those skilled in combat and fearless in battle. They are tasked with providing security by means of guarding, patrolling, and raiding.
Making up the bulk of Stonehaven's forces, keepers are responsible for keeping the pack safe and secure. Most of their time is spent patrolling the borders or guarding Sanctum and other points of interest within the territory. They are frequently dispatched to deal with predators and rival packs, but in times of war, keepers are sent out into the freelands and conduct organized raids on their enemies.
Keepers must be fierce and disiplined for they are the shield that guards the pack.
Pathfinders
Wayfarers and Hunters
Pathfinders are excellent trackers and navigators. They have an expansive knowledge of the territory and are responsible for charting safe passage through the treacherous mountain terrain. As such, they are the only trade that knows the western reaches well enough to travel beyond the main trails.
Most of their time is spent surveying the landscape for hazards and maintaining the established paths throughout the territory. Taught to navigate by the stars, they often serve as wayfarers for their packmates when journeying beyond the main trails. As the primary hunters for the pack, they are expected to track the movements of migrating herds and ensure their pack is well fed.
Pathfinders must be surefooted and steadfast for they must travel across great distances and always find their way back home.
Acolytes
Lorekeepers & Scholars
Acolytes are clever wolves who serve as knowledge seekers and historians. While forbidden to practice it, acolytes are the only trade encouraged to study magic so that they may better understand those afflicted with it and find ways to protect the clan against supernatural threats.
Wolves in this profession are expected to accumulate a vast knowledge of myth and legend so that they may advise their Vajda on how to best defend against the Kol and their fell magic. Most importantly, Acolytes are assigned to afflicted for study and observation. When they are not working to unravel the mysteries of Almos, their efforts are spent working alongside their colleagues to find a cure for the afflicted.
Acolytes must be intelligent and pure of heart for knowledge holds great power.
Menders
Healers & Herbalists
Tasked with caring for the sick and injured, menders are expected to use plants and other natural rememdies at their disposlal to keep their packmates well.
Able to discern precious herbs from toxic poisons, menders train rigorously to learn not only how to distinguish between different plants, but how to utilize their healing properties to treat various ailments. They must be able to find herbs amidst treacherous rock and crag, ensuring that their stores remain plenished should the pack have need of them during times of scarcity.
Menders must be compassionate and patient for mending the broken requires a gentle soul.
The Afflicted
Magic Wielders
Those who possess magic are placed within their own distinct order. Each afflicted is assigned an acolyte who they will work with closely until such a time where the afflicted has either mastered their ability or has been cleansed of its wicked influence entirely. While they are learning to control their powers, afflicted are meant to be studied closely. If an afflicted's magic is deemed too dangerous or unnatural to exist within Stonehaven's soceity, they are to be cleansed, or in some cases, killed.
Once identified, afflicted are stripped of their rank and title, fundementally losing their place in Stonehaven's hierchy. It is not until they have proven themselves loyal, trustworthy, and in complete control of their magic that their lives resume some semblance of normalcy. The afflicted, even those who hold the rank of Prime and wield advantageous magic, exist as second-class citizens, never quite escaping the harsh scrutiny of their peers. While those who have mastered their magic play a more active role in society and are afforded more freedoms and priveledges than their lower-ranking trademates, afflicted are kept seperate from other trades. They may work alongside their packmates and contribute to any trade that suits their supernatural talents, but they will never hold positions of authority nor have a place on the Vajda's council.
All afflicted must agree to use their magic to combat the Kol and help their packmates put an end to the corruptive forces that awakened inside them. Abilities that are viewed as advantageous may exist more comfortably than those that are seen as dangerous, but no supernatural ability is desired or wanted in Stonehaven, for their ultimate ambition is to rid the world of magic and those who covet it.