Ironsea
June 10, 2018, 09:47 PM
Rosalyn
Lone Wolves

[Image: efd2cfH.png]

Pack Basics


Name: Ironsea
Location: Stavanger Bay
Acronym: FEC
Founded: 2/28/2018
Pack Colours: #650000 & #3ebf97

Leadership

 

Current


Rosalyn: Captain (6/14/2018 — present)
Raptor: First Mate (6/14/2018 — present)
Erzulie: Quartermaster (6/14/2018 — present)


Past


Sandpiper: First Mate (2/28/2018 — 3/01/2018)
Smokestep: Captain (2/28/2018 — 6/14/2018)
Rosalyn: First Mate (3/01/2018 — 6/14/2018)
Raptor: Quartermaster (2/28/2018 — 6/14/2018)

Description


Ironsea got its start when Smokestep and Sandpiper returned to the wilds to reclaim their homeland. Born in Stavanger Bay, their father instructed them to lead where they were intended. Smokestep is different from his father in many aspects. He did not intend to rebuild Blackrock Depths, but to create his own band of pirates

 The crew are notorious for being thieves and scalawags. They seek treasures and lavish living situations. Each member of the crew will have different yearnings – all are accepted as long as they consort with their fellow members. All are treated fairly and justly, as long as the pirate code is followed. Each member of the crew, once they have earned their sea legs, will be welcome to equal share of prey, rum, and women/men. Their bond is ironclad and difficult to test. Each member of the crew will be immersed in the lingo and culture of the Ironsea wolves. Once the initiates have earned their sea legs, they will be donned with a new name (a nickname) to serve the Ironsea as a true pirate of the bay. Remember, the bond of the crew is a blood bond and will last for life.

Territory


A lavish bay is nestled between two large arms of sentinel stone cliffs. The waters here are rich with fish and crustaceans brought in with the ever changing tides. The sandy shores shift into soft, emerald grasses that later become a thriving forest riddled with gentle rivers, hidden lakes, and luxurious waterfalls. The bay is a well protected slice of paradise with vast resources and plenty to explore. Cliffs sit on either side of the bay in a stony protection over the territory. In the late spring and summer months, the bay smells of fermenting fruits and sea water. If close enough to the bay, you may be able to hear the sound of sea shanties and boisterous laughing belonging to the Ironsea wolves within.
June 10, 2018, 09:51 PM
Rosalyn
Lone Wolves

The Crew


Nicknames: Each member of the crew will receive a new name (or a nickname) that will cement them as true members of Ironsea. This names can be earned through various tasks that include – but are not limited to – raiding, pillaging, thievery, great demonstrations in the water, outstanding acts of brotherly/sisterly defense, and proof of loyalty beyond measure. These nicknames do not necessarily replace the names of the wolves who join, but act as a safety net to conceal a true name. They will only be given to those who have shown their worth.

Ranks


Leadership:
Captain – leader of the crew, a pirate shown to have earned his legs long ago.
First Mate – just under the captain, the First Mate will take control of the crew if the captain is no longer able. With this, the First Mate is also in charge of looking out for the Captain to ensure safety.
Quartermaster – this rank acts just as the First Mate does, but instead of tending to the Captain, the Quartermaster will look after the crew primarily.

Middle Tier:
Bos'n (or Boatswain) – a group of two skilled seafarers who are in charge of keeping the territory in tip-top shape. They will mark borders, restock depleted caches with food brought in from the Strikers, and live and breathe the pirate code. Bos'n can also opt to turn toward healing if they desire, taking on more of a support role for the entire pack. 
Striker – the Strikers are another group of two wolves who are primarily focused on feeding the crew and keeping rum stocked. They hunt and fish to fill caches for their fellow Ironsea wolves. They tend to chase away potential dangerous prey from their territory as well. Strikers can also take a second path and follow a pursuit of story-telling and sea shanties to entertain their fellow crew members. 
Rigger – the Riggers are some of the most daring wolves of the crew. They spend a dutiful amount of time in the water to calculate the ebb and flow of the sea. They are those who come in contact with the most dangerous of the sea creatures (sharks, jellyfish, orca) and are expected to fend them off as best as they can. Riggers are most likely to die in their line of work.

Lower Tier:
Cooper – These wolves dig the caches and alert the necessary members when food and rum are running low. They will mentor beneath Strikers to learn their trade and will flesh into hunters and rum-runners. May also mentor beneath Bos'n for healing techniques, if choosen. 
Lookout – those who are in charge of keeping an eye on the surrounding territories to ensure that the pirate's bay is safe and protected. They will scout out to find anything that might be amiss and report it to the crew. Lookouts can also follow in pursuit of the Strikers and either settle on story telling and sea shanties, or keeping to the hunting grounds and watching for dangerous prey. 
Gunner – the Gunners are the four fighters and are quick to throw themselves in any brawl they can find. They have a joy in battle and are vital members of the crew in times of war.
Swab – those who have not earned their sea legs yet and are just joining the crew. The Swabs will be instructed to find their line of work and work toward earning it. Once completed, they will earn their nickname and a true rank in the pack.

Pups:
Landswolf – pups who are too young to take on the ocean. They are to remain on land until they are able to learn the dangers of the water and the ways of the pirate.
Seawolf – some older pups will get this rank after they have taken their first plunge and have proven themselves to be strong enough to swim.

The Life


Pirate Lingo:
Booty: another term for treasure or rewards
Cast Stones: to vote on something
Duel: a fight typically between two wolves
Grog: rum that has been weakened in water
Ahoy: a greeting or used to get someone's attention
Show a Leg: a term used to wake a sleeping pirate
Feed the Fish: a threat that someone will be thrown to the sea to die
Galley: a place where food is stored (a prey cache)
There will be more added to this as more interest is peaked in people. There's a long list.

Pirate Code:
All of the members of the crew must follow the code:
  • No prey, no pay – the crew will receive no wages but will accept whatever piece of the loot they are offered.
  • Crew members are not to maim, steal, or kill one another and must have their duels overseen.
  • All trespassers must be captured and brought before the captain for questioning and sentencing.
  • No crew member can climb to leadership without first having earned their sea legs and having been given a new name.
  • Parley; all wolves have the right to speak with the Captain, especially if accused of something.
  • Once a pirate, always a pirate; if you abandon your crew, you will be hunted down and killed.

Food and Rum:
Food is to be obtained primarily from the sea, but some Strikers may go out to hunt in the nearby forest to gather food for the galley.
Rum and Grog is a mixture of fermented fruits, berries, and honey. Rum is an essential part of the pirate quality of life. Grog is a similar mixture, only diluted in water to stretch out the amount.
Kris has been just the most helpful person in lending her aid to the formation of these pieces of the pack and I would not have been able to complete this without her aid. <3
July 08, 2018, 01:00 PM
Rosalyn
Lone Wolves

Ironsea Raid System

 
Seeing as Ironsea is a pirate pack, we are looking to begin going on raids!  If you are interested in having us scope out your pack, let me know! and feel free to reach out to me about any of the process below.

Round 1

  • Each pack rolls #d10 where # = (active) pack adults.
  • If Ironsea is more than 10 above the other pack's count, we get in and out without notice
  • If the other pack is more than 10 above Ironsea, they can choose to stop us at the borders or within.  If within, they gain a bonus on the fight rolls.
  • If the difference is 10 or less, an altercation occurs!
If an altercation happens (either by choice or by roll) we go into...

Round 2

  • Ironsea rolls a 1d20
  • 16-20 - We make it out with minor injuries and the objective/prize.
  • 11-15 - We make it out with minor injuries and no prize.
  • 1-10 - We make it out with possible major injuries, extent of which can be decided oocly (some may not make it out depending on player choice)
The other pack does have the opportunity to influence this roll with the following:
  • If had more than 10 above and chose a fight, this roll gets an automatic -2.
  • Automatic -1 for each (active) Master Warrior in the pack.
  • Roll and subtract 1d# where # = count of regular/specialized (active) Warriors in the pack.

Things to Note


This is purely for fun!  Ironsea will be doing this as a sport and won't be coming to kill... this will probably be clear from their manner of entry.  As such, any Ironsea wolf will be allowed to sound immediate retreat if the going gets to hot.  If you feel like the odds are weighted towards their escape, this is why!!!

Rounds will be smooth and fast.  After the joining round, I'll likely try to push them along at a rate of around 2 days per round, skipping and pping characters as necessary.  Because this is informal and fun, I'd rather not have them go stale!

A win for Ironsea in Round 1 doesn't mean your pack sucks at defending their borders! It just means Ironsea got lucky and got in/out before they happened to run across a patrol.  This will be treated as if they found what they were looking for close to the borders... we won't play as if we got to the heart of the territory undiscovered <3.

By agreeing to play, you are agreeing to the above odds!  If you have issue with them, lemme know and we can maybe work something out.  But again - all in fun :D

 

Examples

 

Ironsea vs Drageda


Ironsea: 9 members, 9d10 - 43
Drageda: 12 members, 12d10 - 55
+12 Drageda, they decide to fight or stop on borders

If we fight - 
Ironsea: 1d20 - 17
Drageda: -2 for winning above
               -1 for master warrior
               roll 1d3 for 3 warriors, -1
Which puts Ironsea at 17 - 4, 13.  We escape prematurely with minor injuries and no steal.

Ironsea vs Undersea


Ironsea - 9 members, 9d10 - 64
Undersea - 10 members, 10d10 - 58
We fight!

Ironsea - 1d20 - 17 again (wut)
Undersea - 1d1 for 1 warrior, so -1 automatically lol
17 - 1 = 16, Ironsea makes it out with something to show for it and minor injuries

 

Pursuing



Suppose Ironsea comes in and makes off with something.  Or we come in and get our tails handed to us.  Other packs are more than welcome to pursue!  Just handle it somewhat realistically <3

My suggestion (that you obviously don't have to use)!  But it keeps the element of luck going.
  • Roll 1d20
  • Add number of trained scouts
  • If this number is 15+ and your pack wishes to, then you track us back.
These odds would go down depending on the length of time allowed to pass.