OCC Luna Lupa Werewolf Players Guide

PoliteSuccubus

Spinster Aunt of Lit
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If you should like to play, please go to after reading these hints, guides, and ect.'s

OCC: Luna Lupa: Werewolf: TA

The main story is this: Rana Callstohunt, A Silent Strider, has basically blackmailed the Glasswalkers into giving her money to run a carnival called the Luna Lupa *moon wolf* which goes up and down the west coast looking for lost cubs, bad guys, and other such things.

Werewolf: The Apocalypse

Werewolf: The Apocalypse is about anger over the loss of what the shapeshifting garou hold dearest: Gaia, the earth itself. Corruption from without and within has caused the destruction not only of the garou's environment, but also of their families, friends and culture, which extends in an unbroken line to the very dawn of life. No matter how righteously the garou hold themselves, no matter how they prey on their destroyers, the corruption spreads.

Now the time for reconciliation is past. This grave insult against Gaia can end in only one way: blood, betrayal... and rage.

Werewolf is developed by Ethan Skemp.
****************************************************
Garou are not made, they are born. They don't know they are Garou, they just know they don't fit in. Sometimes they never find out. The simply never had something bad enough happen to them that causes the Rage which bursts them out of their everyday life into the realm of the supernateral.

Kinfolk are those who are related by blood to Garou. They may have a Werewolf ancestor, or a Aunt who disappeared and no one ever heard from her again, or a child who tore apart a would be burgler and left a god almight mess in the living room of not enough body parts. Kinfolk are good mates for Garou, they have half the gentic code needed for brining more Garou into the world, they aren't affected by the Delerium (the state which most humans fall under when seeing that nice lady turn into a 9 foot clawed monster), and they can act as spies against enemies which can spot a Garou; like Black Sprial Dancers (bad Garou) and Vampires.

Building a Werewolf:

In a game of Werewolf there are Auspices (the moon you were born under which shapes your personality) and Tribes (The bloodline you were born to, which gives you unique abilities and powers) and your birth shape (born as a man, born as a wolf cub, born as a metis, which is the product of two Garou mateing and against the laws).

The Auspices

Garou are born of the Earth Mother,
but her sister Luna, the Moon, is their guide.

Ragabash
Born under the New Moon...
... Born to stalk the shadows.
You slip beneath notice
to strike Gaia's enemies unaware.


Theurge
Born under the Crescent Moon...
... Born to channel nature's fury.
You wield the power of
the Earth itself against her foes.


Philodox
Born under the Half Moon...
... Born to dispense justice.
You bring sentence against
those who threaten Gaia.

Galliard
Born under the Gibbous Moon...
... Born to forge the legend.
You break the foes of Gaia
with songs of rage and glory.


Ahroun
Born under the Full Moon...
... Born to kill.
You are the true warrior of Gaia,
and nothing will withstand your rage.


The Tribes:

Black Furies
A tribe of only women, these will not be available for PC's, tho we might run into a few.

Bone Gnawers
This urban tribe is tied instinctually to life on the street. Long ago, they began as scavengers in India and Northern Africa. Now they stalk wherever the homeless and desperate struggle to survive.
I'm not really sure if some of the Carny people I see now aren't Bone Gnawers, I mean, have you SEEN the guy that runs the ferris wheel? *shivers*

Children of Gaia
As gentle mediators, the Children favor healing and understanding over bloodshed. No other tribe is as committed to helping humanity.

Fianna
Exclusively of Celtic descent, the Fianna are known for their wild passions and artistic insight. They are famous for their skilled bards, great warriors and mystical ties to the fae.

Get of Fenris
Surviving the harsh lands of Northern Europe, the Fenrir have developed a savage, bloodthirsty and fatalistic view of life. As one of the most martial tribes of werewolves, they are also unparalleled at dealing in death.


Glass Walkers
For thousands of years, the Walkers hid in human cities, living as wolves among sheep. Other werewolves typically mistrust them, not only for their proficiency with high technology, but also for their love of human cities and culture.

Red Talons
Composed entirely of lupus Garou, this tribe is well known for its fierce hatred of humans. Talons thrive whenever they can commune with the mysteries of the wild. The Luna Lupa does have a few Red Talons, during the off hours they are in the lupine form, but durning hours of operation they prowl...er...patrol as security. They don't speak much, won't really say why they are here instead of out in the wild, and no one really wants to push the issue.

Shadow Lords
Ruthless, devious and ambitious - the Lords value political power over all else, and they are fascinated by the politics of Garou society. By struggling against their rivals in Eastern Europe for millennia, they have become masters of diplomacy and Machiavellian intrigue. We don't have any Shadow Lords in the Luna Lupa, tho some do fund some projects.

Silent Striders
Once they dwelt in the fabled lands of Khem in Ancient Egypt, but no longer. Now they roam the Earth, following an insatiable wanderlust. Striders typically join packs that love to travel, often communing with gypsies, wanderers and the restless spirits of the dead along the way. Striders and Bone Gnawers are the backbone of the Luna Lupa.

Silver Fangs
Once the unquestioned rulers of Garou society, the Fangs are descended from some of the greatest werewolves in history. Lineage and ancestry is critical to them. Since their glorious days in their Russian homelands, they have fallen prey to tragic flaws, often spiraling into despair and madness.

Wendigo
This tribe is descended from Native American Garou. Their strongest septs are in the northernmost portions of North America, where they endure some of the harshest conditions on Earth.



This information came mostly from the
White Wolf Gameing Site where you can find more information on Werewolf and other cool games.

To build a PC you frist deside: Human, Kinfolk, Garou?

If Garou: pick a race: Human, Lupine, or Metis. Each has it's own strenghs and weaknesses.

Then you pick an Auspice, which becomes your base for character generation. A Philidox won't be easy to tempt, a Ragabash would have a hard time turning down the chance to hear or tell a story....

Pick a tribe, and remember to play it well. If you pick Bone Gnawer you can't very well say he's walking around in 1000 dollar suits, he/she more than likely would be in thrift store clothes, slightly greasy, and not above snagging a perfectly good hamburger out of the trash and polishing it off. He's also more street wise than the more "tree hugger" types or the "snooty Glasswalkers."

Werewolf is based off of North American and European myths. In these myths shapeshifters move between the spirit world and the everyday world. At a later date I will get into what this means to you as a Garou, but for now I'd like you to build your PC Garou or Kinfolk so we can begin.

What is Metis
As you know, Garou are not made, they are born.

If a Garou and a human or a wolf mate, they create a Kinfolk or another Garou. This is good.

However, it is in the Litney (see below) that Garou shall not mate with Garou. If a child should result from that unholy union the result is a monster. Metis are always born deformed in some way. Albinos, or blind, or unable to shift properly if at all....The list of cruel horrors is nearly endless.

They are shunned by Humans for being ugly, by Lupines for not smelling right, and by Garou for being horrors. Many are killed by their own family before ever takeing their frist breath, or are hidden. If they live they are more likely to turn to the Wyrm than not, and if they become warriors for Gaia they never can really prove themselves in the eyes of other Werewolves.

Metis are always born sterile.

Rana believes however that every Garou has a purpose and is willing to put them to good use. She may not be friends with them, but if their goals serve her goals, she will accept them as easily as any other Human, Kinfolk or Garou who come to her.

Wolves are always born to wolves only. Humans are only born to humans. In both the Garou strain doesn't show until after maturity. Lupine Werewolves tend to live ten years longer than their lupine counterparts, but still have shorter lives than humans. However, being Garou isn't a long lived occupation, so....

Out of a litter of pups one may be Garou, and the others lupine. Rain and Runs are unusal in that they have the same lupine mother, tho diff litters. They are two years apart. Usually any mother of any type will only have one Garou in her lifetime.

I'll get into the shapeshifting in another thread. But basically, there is more than just the two shapes....there are inbetween shapes.

And yes, in the past someone in your family had to have been Garou. Lupine or human. It's in the blood, therefore somewhere in your bloodline someone had to be a little furry/a little unhaired (depending).

There was a time when humans were basically sheep and the Garou their keepers. But then came a bad time, a time of shame for the Garou where it was desided to put the humans down. A killing rampage ensued, which to this day causes a loatheing instintivly in most humans, and the Deiliruim in non-kinfolk if seen in certain stages of shape changing. While in the Deiliruim a human will say anything to themselves to convince themselves they DID NOT SEE WHAT THEY SAW. "Bigfoot." "I was drunk." "It was a big dog." Etc.


And the Garou can be hurt, silver is not good for them, shotguns work, they sleep, and trust and can be tricked. They heal quickly, but some things can't be repaired, like a missing kneecap.

NOTE: Kinfolk
While certain bloodlines of Garou do run thu kinfolk lines, Kinfolk don't have a "tribe" per say. Also, the chances of being Garou are one in 100, which is one of the reasons these are the End Times, there simply are fewer Garou being born than before, and more of our enemies being created.


From Steiner: Actually, Garou can be kinda vulnerable without their Kinfolk.

Firstly, as PS said, they DO have to sleep. Secondly, none of them work very well with animals, as a rule. Thirdly, the Lupus ones are VERY naive when it comes to the workings of the modern world - few of them could interact socially with humankind in a subtle way or for an extended time. Fourthly - they can heal just about any wound up to and including severed limbs, provided it wasn't inflicted by a magical or silver weapon. My Kinsfolk character carries a .357 Revolver loaded with hotshot silvertips. One of those canl make a hole the size of a side plate in even the largest Garou Ahroun. Lastly and most importantly - without us, the Garou die at the current generation. Without us there ARE no Garou.

Of course it's nowhere near a fair fight - even with the silver - but the whole point is that the GAROU are the warriors. We Kinfolk are here to support them, and to catch them when they stumble. We can't do magic, we can't change shape - but there's a lot we can do. In Army parlance, we might not be the Infantry, but vehicles need fixing, intelligence needs gathering, food needs cooking, watch needs keeping and bills need paying.

From Poohive:

1. I looked on the site, and it has a lot of information, but I didn't find much on the different strength's/weaknesses or advantages/disadvantages about being born human or lupine or metis (and maybe explain what a metis is a bit more). You have the tribes and the auspices put up very well, but this I didn't find enough to pinpoint what I want my character to be.

Ah yes, well, the way I see it, the Garou didn't have a lot of choice over what they got born as either (WEG) so you make your best choices, and then I PM you with your PC's speical skills and/or choices.

2. The Theurge auspice channel's nature's fury... and the Ahroun
are the true warriors of Gaia, and nothing will withstand their rage.
What exactly is the difference between the two?

A Theurge is more like a Shaman, working more closely with magic and spirits and Gaia herself than the other auspices. Ahrouns are raw Rage Power, more able to channel the gift of Rage than the others. However, yes, this does make Ahrouns more difficult to control, and they do tend to want to "eye for an eye" and "smite mightly" more than everyone else.


Rite of Passage
You have two names:

The name you were born with, that your parents call you by, that's on your ID

And the name you've earned during your Rite of Passage.

Rana, when she was just Rana Onji, went with a group of other cubs to a mall to recover a object of great power. While the other cubs were side tracked she spotted the item being carted off. She gave a howl, the one that compells others to follow, and without waiting ran after the object.

When the survivors gathered at the sept and told their tales many names were suggested to her, like Keeps Eyes Open, Hunts with a Purpose, but the one she chose was Callstohunt

First Change
It is a part of the Luna Lupa's mission, and Rana's personal goal, to guide as many cubs thru the transition from human to Garou as possiable. With so few Garou left it is felt by many elders that cubs are being lost just because no one is there to guide them.

This excerpt is from the White Wolf Site:

That's right. I'm a friend.
I'm a... cousin, really.

And I'm here to help you last out the night. I think we've got a minute before we're going to have to get away from here, so just keep breathing slowly and try to calm down.

You might have known this was coming. Was it the dreams? Sometimes it's the dreams - dreams of running on all fours, smelling blood from miles away, the moonlight Or maybe it was the other kids. Did they treat you differently, like they could somehow see something dangerous about you? That'll happen, too. And it all got worse as you got older. Once you started getting into your teenage years, the dreams got worse, and you started to feel something bottled up inside you. Your classmates avoided you. Maybe teachers thought you were acting funny, and they started asking if you were on drugs. And the pressure inside kept building.

Yeah, I know the story. Particularly the next part. You got pushed too far. Something inside you snapped. The next thing you knew, you were covered in blood, standing in a pile of guts and flesh and bone that used to be a person - or people.

It's okay! It's okay. This time, it's okay. The people here were trying to kill you. It was you or them. You did good. You just need to learn a little more control

No, we can't go back. Your old life's dead - and if they catch us, there's a fair chance that your new life won't last much longer. They'll probably have silver this time.

You don't know why you just shuddered when I said that, do you? Or maybe you've guessed by now?

You've just gone through your First Change.

You're a werewolf.

We are Garou,
werewolves,
shapeshifters.


We are creatures of
human folklore,
their nightmares
and their legends.


But we are not
who they believe us to be.


We walk between worlds.
The worlds of humankind
and our Mother Earth.
The worlds of flesh and spirit.
The worlds of rage and reason.


Throughout history,
our brothers and sisters
have fought with fang,
claw and spirit to protect Gaia -
the Earth Mother.


This is Her final hour -
our Apocalypse.


This is your legend.

Thousands of years ago, before humans used language to describe the events of the past, the Earth Mother created three supernatural forces - the Weaver, the Wyrm and the Wyld - to maintain the universe. She guided all nature's creatures with a feral claw.

It was the Earth Mother, they say, who first taught us to change our shape. And it was at Her command that we fostered the fledgling human race. Many were the shapeshifting kinds, but we were the most powerful, the most feared - the Garou, the werewolves. Together, we kept the human herds in check. A conclave of our tribes ruled our kind, and we were the Earth's dominant species.

We reveled in our dominance, and we sought to command all shapeshifters. When not all would bow to our might, we claimed our kin to be a threat to Gaia's human children. In retaliation for their defiance, we waged a savage battle against our changing kind. We never expected that those we sought to protect would be the next to dissent.

The violence was so terrible that humankind turned its back on us all. While we carved out a path in blood, humans relegated us to myth and legend and began their own story. So much did humankind deny our existence that, to this day, humans who see a Garou retreat in madness and forget what they have seen.

Today, we Garou live under the Veil, concealing ourselves from the humans who are now dominant among Gaia's offspring. But still, be it in the world of flesh or spirit, we fight to prevent the Apocalypse. As humans pollute the world and cities grow, strangling the wild places, so too do the Wyrm and the Weaver fight each other in a conflict that can only destroy the world.

We Garou stand in their way. Our struggle today is more dire than ever, for indeed, we are the last generation of warriors.

The NPC's
This story will take place centering around a Carnival called the "Luna Lupa" owned and run by Rana Callstohunt, a human Ragabash Silent Strider. She is the unmated Alpha female.

She is backed up by Cookie, a human Ahroun Silver Fang. She may look very nice and sweet, back there in the cooking tent with her cap of silver curls, but she's never lost in battle.

HidesinLighting is a Metis Glasswalker Philodox albino who lives in his tricked out trailer. He's a whiz at keeping an eye on local police and building new ID's for the cubs and other fugitives who come thu the Luna Lupa.


Moveslikerain and Runslikewind are brother and sister Red Talons, tall and black haired and black eyed when in human form they don't say anything in two words they can say in one, in human or lupine form they prowl the the fairgrounds.


Clix is the human Bone Gnawer Gallarid. He'll crack a joke, spit a wad of tabbacy juice and work on anything mechancal.

Mr. and Mrs. O'Mally(who will join our merry group at the Apple Blossem Fest) are puppeters; she's a redheaded Fiana Thurage, he's her Irish kinfolk hubby.
 
The Litney (Law of the Garou)

Garou shall not mate with Garou
(metis are born, see above, and the Garou who broke this law are outcast or killed)

Combat the Wyrm where ever it dwells, where ever it breeds.
(TheWyrm is Gaia's and human's foe, and we were created to fight it. The surest way to gain respect and glory is to combat it's minions and win.)

Respect the Territory of Another
(As wanders we have no Territory, and Rana contacts leaders of each area before we enter. If the answer is no, she may have to cancel some play dates, and we take odd detours. Because we openly have Metis and other outcasts, the answer may be sometimes no.)


Accept Honorable Surrender
(This is mostly between Garou when we challenage amongst ourselves. However, if a foe is wyrm driven, we must destory the wyrm. But, can we use him as a tool? )

Submission to Those of Higher Station
(Werewolves maintain a strictly hierarchical society. In our pack Rana is Alpha, and Cookie is her second. Hides, by being Metis, is the lowest on the ladder. Some tribes, Bone Gnawers esp, see all as equal. Some, like the Glasswalkers, measure differently, and some, like Silver Fangs, only honor pure breds.)

Frist Share of the Kill goes to the Greatest in Station
(In otherwords; Rana is supossedly to get frist pick of the spoils, but it doesn't all ways work like that, does it Cliks of the many pockets?)

Ye Shall Not Eat the Flesh of Humans
(Bad doggie, put that down! However, it was found that Garou who ate the flesh of Humans were more likely to be corrupted by the Wyrm. And we are here to protect them, not eat them)

Respect those beneath you, all are of Gaia
(Chivalry is a classic Garou concept, and since we are pack members, it is a quick and easy way to gain respect)

The Veil shall not be lifted
(Garou must be disceet when acting among humans. We must respect the right of humans to build and run their own civilzation while advoiding the crackpots and zealots who would hunt us down while maintaining our right and honor of hunting down our foes)

Do not suffer your people to Tend your Sickness
(In the old days, a old or ill or just to messed up Garou would be asked to go off and queitly kill himself. But Rana doesn't belive in that loss of knowlege, and will aid those who she can)

Leader may be challenged in time of peace, not war.
(You want this job, you can try to take it, but only during peace times, and since Rana never considers herself in a time of peace, take an number)

You shall take no action which will cause a Caern to be Violated.
(Caern's a mystal magical places, beloved by Gaia, protected by us as well's of magic and health. One of our goals is to find lost ones, protect them, and restore them.)
 
Garou Terms

What is a pack, sept, moot, caern and all that Jazz?

Let's start at the beginning:

You are born to your parents, be they wolves or human, and you look like them. But somewhere in your bloodline there was a kinfolk or a garou who passed their blood onto you, making you a kinfolk or a garou.

No one can tell yet at your birth, no DNA test can find the trace. However, if you are garou, in the spirit world a call goes out, and if you are lucky a spirit guide watches over you. This guide teaches you things as you sleep; your racial history unfolds in your sleeping mind tho awake you just know that you have strange dreams and the others of your kind treat you differently.

When you reach maturity (about one year for lupine, 14-16 for homids) the spirit guide goes to find you an actual guide, esp if it feels you are in danger. Agents of the Wyrm do not want the garou to reach their full potental and will send things to hunt and kill you if possiable. It is usually against these foes that you discover your true self.

From your birth form you shape shift, rending your clothes to rags if you are human, into your Crinos form. Between nine and twelve feet tall, equally at home standing or running on all fours, four times your birth forms streagth but less dextous you are now a long clawed, razor mawed creature out of nightmare. You defend yourself, as is not only your right as a living thing, but in this new form, your passion as well.

Usually lupines have a easier time coping after. Their lives aren't as bound by laws as those of the humans, and they don't really suffer the pains of shock and guilt. Humans on the other hand, usually teenagers, find themselves in their birthform amongst a pile of gore they not only created, but enjoyed createing at the time. If they survive, that is. Sometimes the Wyrm wins.

If the guide spirit is successful, someone comes to guide you the rest of the way. A garou who has been thru this before you. Who can lead you to safty. He tells you truths that trigger your racial memories and gifts. You are now a cub.

As a cub you have no garou rights, no garou name, you can't join a pack. You must go thru your Rite of Passage. You are trained by your Garou Guide, and any friendly spirits who wish to aid you.

At your Rite of Passage you, and a group of fellow cubs, are given a task to complete and you are set loose to do so. Not all of you will come back. Those who do will sit down at a moot, that gathering of the sept, and surviviors will tell their tales and gain their name. Now you can join a pack, you are Garou.

Auspice is the moon you are born under, Tribe is the bloodline you come from, Pack is family you chose, Sept is the organizatonal group your pack may belong to with a common goal.

Rana, for instance, is a Ragabash Silent Strider. Her pack right now is herself, Cookie, Hides, Rain, and Wind. Clix is from another pack, as is Mrs. O'Mally, but they have joined the Luna Lupa Sept. Kinfolk like David and Mr. O'Mally, straight wolves like Bucko, and other out of sight NPC's like the Glasswalker who sent Lenny and the one who funded the Luna Lupa are members of the Luna Lupa Sept.

The cubs (Lenny and Ken) may chose to remain part of the sept after their Rite of Passage, and may ask admittance to the Pack. Or they may ask to remain in the sept, travleing, until they find a pack more to their liking.

They can even form their own pack, tho, since they are newly Garou that would be foolish.

Most Septs have the goal of guarding places of power. Some agrue that the Luna Lupa isn't a sept at all, but merely a pack, since they don't have a cearn of their own. But since one of their goals is to seek out places of power, Rana hopes to rectify that. She maintains that they are a sept, since she has members and funding from other packs and septs.

Moot?

A moot is a meeting of all the members avalable in a pack or sept. Important things happen at a moot; greivenes heard, challenages offered, cubs named...I'll get more into a moot later, and we will have one right after the cubs go thu their Rite of Passage.
 
Wolf Behavior

Wolves are one of the few mammals that thrive in a social enviroment. They have structure and laws which will benefit all our players to know:

The highest ranking member occupies the "alpha" position. "Alpha" is followed by the "beta" individual and so forth until the last position which is called "omega" (as in the Greek alphabet). Very few individuals are considered "equal".

Alpha positions are usually occupied by a mated pair. The ultimate dominant individual can be either the male or female and that individual directs the activities of the pack.

In well-established packs there are other possible classifications of social ranking :
1. mature subordinate animals

2. outcasts or dogs who rank so low that they avoid the main pack members and

3. juveniles who do not become part of the pack nucleus until they are much older.

Most conflicts within a pack are not severe. Some behavior may appear severe as the animals display ritualistic threatening postures, noise and fighting. Occasionally the fighting may escalate causing serious injury or death.

Often several animals in the pack will "gang up" on one of the dogs involved, esp if the Alpha is threatened. An interesting note... in Wolves the dominant alpha will usually break up the fight before such serious problems occur. Most of the time this happens when the dominant male places himself between the two fighting parties but doesn't participate in the fight itself.

Leadership within the pack is a matter of supreme importance. The leader of the pack initiates the play pattern, which direction the pack will travel, when to rest and when it is time to hunt. A well established leader rarely has his authority challenged. He/she directs pack activities and also takes the initiative in reacting to intrusions. The leader is neither despotic nor democratic but a combination of both.

Because packs are highly organized ... order is the rule. Wolves within each pack generally interact predictably and the social structure of the groups is maintained. Much of the behavior is directed toward the goal of either maintaining ones social status or possibly raising it.

A Wolves social status is usually established early in life but circumstance may change this position. Any drastic disturbance such as the loss or addition of pack members can trigger a status rearrangement. Each and every member is constantly watchful and interested in all socially important happenings within the pack. In particular, status quarrels are never private affairs between two individuals. The whole society may participate in the final outcome.

Certain postures and gestures express the inner state of a Wolf. Other Wolves notice these patterns and will respond in characteristic ways depending on their own particular feelings. It is thought that patterns of expression have evolved to help hold the pack together and to reduce aggression among its members.


A pattern of behavior involves the entire physical posture of a Wolf. Usually there is a rearrangement of the posture and position of most body parts. Whimpering, growling or other sounds may also accompany these positions. Body odor may also change with the behavior but little is known about this aspect. A keen eye is needed to observe and understand the different postures.

Facial expressions indicate one level of behavioral change. For example, ears pinned back with drawn-back lips indicates aggression because the Wolf is insecure. Ears forward with full tooth display indicates a full threat by a dominant Wolf.

The position of the Wolf's tail coupled with other parts of the body can indicate the mood of the Wolf. The range of noticeable emotion varies anywhere from happy to depressed.

An important contributing factor to harmony within a pack is the display of submission. Rolling over, spreading the legs and submitting the tender skin of the stomach and genital area to pack inspection is the ultimate example of submissive behavior. Sometimes a simple lowering of the head is enough to communicate submissiveness. Submissive behavior can also serve as an expression of canine friendliness. Sckenkel (1967) defined submission as the effort of the inferior to attain friendly or harmonic social integration. The dominant animal often responds to these displays with tolerance, friendliness and superiority ... but not always.

There are two types of submission - active and passive. Active submission features friendliness and is fostered by a friendly and tolerant response from the dominant pair. Passive submission is a demonstration of inferiority and helplessness. The response of the dominant animal is usually a show of self-assertion and less tolerance. Researcher Sckenkel traced the development of both active and passive submission patterns from food-begging to eliminative behavior in pups.




Without a doubt vocal communication between Wolves is extremely important. Some of the basic types of vocal communication are: the whimper, the growl, the bark and the howl. The whimper can indicate either submissiveness or a friendly greeting. Growling can be a sign of aggressiveness. Barking can either declare alarm or display the stance for a possible challenge. Barking also has varying degrees of sound. The bark/whine can also point out a desire to obtain something or can be use as a warning.

The "howl" is usually associated with Wolves. While many people attribute the howling of a dog to loneliness ... such is really not the case. Howling is actually used to locate other pack members or to call a "meeting". Howling of the group is often preceded by whines and wags of tails. Researchers discovered that by imitating the howl an individual could draw a group of wolves to the researchers' area. While most people associate a wolf howl with the full moon ... wolves will spontaneously howl during the day. Howling is considered a community activity or a happy social event. Wolves have been known run almost any distance to join in. This is why many individuals believe that howling is used to assemble the pack.

Info paraphrased from: Understanding Pack Behavior
 
Last edited:
Not gone Polite, just buried on the other page. If you look at the lower right hand, there are a few pages, where the unreplied things get buried in the past....
It's still here though
 
Thank you Poohlive and Ravensloft for finding this for me.

*pats pockets absentmindedly* I knew I put it around here somewhere.....

Will work on adding the things I was going to prob later this week for the next chapter.
 
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