Snow Wolves
Moon Powers
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Turn moonlight into solid platforms (upside-down splash shapes) to run on air.
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Form moonlight projectiles that harden before striking.
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Glow faintly silver when using this power.
Ice Powers
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Create normal ice.
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Create dark ice that freezes but does not kill.
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Fire ice shards from their tails.
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Immune to cold and ice.
Wind Powers
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Summon snowstorms and blizzards, reducing visibility and slowing enemies.
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Direct icy gusts at targets.
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Can shift weather slightly: clear skies or light rain if conditions allow.
Jungle Wolves
Fire (Chaos Magic)
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Ruby Flame – Weak, gives light but little heat.
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Blood Flame – Burns only when commanded.
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Dark Flame – Heat without light.
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Chaos Flame – Dark red with black core, almost uncontrollable, burns anything but the wielder.
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Fur can ignite harmlessly.
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Red eyes + flame paw pad markings.
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Fireproof. Called Sun Wolves.
Earth Powers
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Rapidly grow plants and trees already present.
Dark Powers
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Pelts absorb light.
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Can extend shadows to blind foes.
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Can create dark purple lightning.
Forest Wolves
Earth Powers
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Accelerate plant growth of any existing vegetation.
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Strong affinity for nature and forest environments.
Sand Wolves
Wind Powers
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Summon sandstorms that blind and suffocate.
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Create small tornadoes as part of normal combat.
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Can shift weather slightly: clear skies or light rain if conditions allow.
Heat/Light Powers
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Radiate intense body heat.
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Can ignite paws, legs, and tail with fire.
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Not full Sun Wolves, but still dangerous.
Earth Powers
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Accelerated growth of desert plants or control over sand-like soil.
Plains Wolves
Fire (Sunfire)
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Blindingly bright, extremely hot fire.
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Can create harmless fire-orbs for light.
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Orange eyes + flame paw pad markings.
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Fireproof. Known as Sun Wolves.
Earth Powers
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Accelerated plant growth.
Heat/Light Powers
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Radiate heat.
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Can ignite parts of their body with fire, though weaker than Sunfire users.
Wind Powers
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Summon rain when clouds are present.
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Clear skies when cloud cover is light.
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Create small tornadoes (energy draining).
Abilities & Mutations
Non-Elemental Abilities
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Animal Whisperers – Magical bond with birds, snakes, or cats.
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Super Strength – Physical power far beyond normal.
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Super Speed – Extreme speed in bursts.
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Rapid Healing – Recover quickly from wounds, though tiring.
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Eternal Blaze – Survive fatal wounds once; unconscious for days after.
Mutations
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Wings – Usually bird-like, rarely dragon-like.
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Shoulder Feathers – Decorative only.
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Color Mutations – Streaks of unusual colors (green, blue, etc.).
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Lady of the Nest – The ruler of the city. Always a female wolf, she commands through power, fear, and manipulation. She resides in the great tent on the island in the oasis pool. Her word is absolute, and her fury is legendary.
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Lead Guards (3 total) – Trusted commanders who oversee the most vital parts of the Nest:
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Gate Guard– Controls the city gates and passage in and out.
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Pool Guard– Guards the oasis pool and the island.
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Dungeon Guard– Oversees the dungeons and prisoners.
Each Lead Guard commands all wolves in their domain, even assassins, and their authority is second only to the Lady.
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Royal Assassins – The Lady’s personal killers, loyal only to her. Feared above all others, they carry out assassinations, captures, or intimidation on her command. Failure is met with brutal punishment.
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Guards – Enforcers of the Lady’s rule. They guard the gates, dungeon, and oasis pool, keeping watch for rebels, spies, or escapees. Some are loyal, others corrupt, but all are dangerous.
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Assassins – wolves for hire, loyal to no one but coin. They can be contracted by anyone, though double-crossing is common.
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Thieves – Masters of deception, pickpocketing, and burglary. Some own shops as fronts for stolen goods, while others work directly with assassins.
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Shopkeepers – Run the Nest’s stalls and markets. Nearly all have side jobs as assassins, thieves, or spies. No shop is ever just a shop.
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Medic – Neutral healers, respected by all factions. They care for the sick, injured, and prisoners when ordered.
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Medical Apprentice – A young healer in training, often treated more like a servant until they prove themselves.
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Wanted Wolves – Targets of the Lady’s assassins. They live in constant fear, hiding in shadows and safehouses, praying they won’t be found. Few ever escape the Nest alive.
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Prisoners – Captured wolves locked in the dungeon. Crimes range from defying the Lady to simple bad luck.