Teir IRoyalty
Sire & Dame- RRI
The puppeteers of this chaos are the Sire and Dame. Their mere words are the scriptures that members strive to follow. They make the laws; determine what gets done and when it needs to get done. Through aggression and prowess they dominate the tribe with a vice like grip. Always to be addressed by their rank solely or in front of their name. Heir- RRi Scion; offspring of the Dame and/or Sire, take part in a Praebeo once they reach a certain age. The victor will become the Heir and essentially next in line to take over the ruling of the pack. There are lessons and training to partake in, but with being 'royalty', they'll more then likely be able to get away with slacking off. Because realistically who wants to piss off the Sire and/or Dame? Heirs are to be respected, but hold no real authority within the tribe. Do not have to be addressed by their rank. Scion- RRii More a title then a rank; a Scion are any born offspring from tier I ranking individuals. They have no authority within the tribe aside from whatever rank they decide to do. Scion are to be treated with respect and often given special privileges and training. Ambassador - RII The ambassador serves the Sire and Dame, they speak and take over whenever they are not present to do so. The Ambassador is usually a trusted comrade of the Sire and Dame, and is picked only by the most trusted. Much like a diplomat, ambassadors also take over quelling the tribe's anger or mistrust when the Dame and sire are not around to do so themselves. A highly respected rank. Duke & Duchess- RIII The select two that are as as close as one can get to being on par with the Sire and/or Dame. Hold just as much authority as the leaders within the chaos, but must pass by their decisions with them first under normal circumstances. Must be addressed by their rank in some form or another of a title. It's usually the Duke and/or Duchess that interacts directly with the tribe on behalf of the Sire and/or Dame. |
Tier IIThe Council
Shaman - RIV
A healer, but not in the practical sense. They have direct communication with the Celestials and are able to get prophetic dreams and messages from them. Their words have saved the Renegades countless times before. The Shaman comes up with remedies and cures for a range of ailments. Unorthodox in nature at times due to testing treatments on prisoners. They usually lead the majority or rituals within the pack. Only one at a time usually and they pick a Cleric before they pass to take their role. May be multiple in certain situations. Marquess/Marquis- RRV By being in charge of the knights, sentries, envoys and barons/baroness, it's the Marquis/Marquess's job to see it that everyone is capable of their rank. They primarily train and keep track of the ranks; making sure plans of their superiors get followed through. There may be a maximum of two at a time. They see to it that envoys and baron/baroness's have plans in order. Envoy- RRVI A step up from sentry; can have multiple. One of the more trusted ranks within the pack. They are the messengers, scribes and right-hands to the majority of the council. They're privy to some of the most important and private information. A envoy may also be put in charge of keeping an eye on any Heirs or Scion; acting as a sentry of sorts. They also help keep an eye on and help train sentries. Baron/Baroness- RRVII Step up from knights. Usually in the multiple, the duty in this rank is to make sure all prisoners are secure and watched over. Can be sent out to guard. Lots of spaces open. They may also be in charge of executions and helping with training and sparring sessions. |
Tier IIIThe Pawns
Clerics - RRC
These are the medical healers of the pack. They usually learn and train under the Shaman, but know enough about herbal cures to heal on their own. Clerics are very skilled in what they do and must have a calm, level head if the need arises. Knights - RRK These are the brutes of the pack. Those that are strong and have a talent for combat should go here. They specialize in blunt, yet deadly, powerful attacks that can easily knock over their opponents. Knights are the first ones sent to the battlefield if the need arises. Sentries - RRS Those who are fast, nimble and good with tactics become Sentries. They may not have nearly as much strength as Knights, but make up with it in being deadly cunning. Sentries are the masters of shadows, illusions and have great stamina and speed. They are the ones who scout the borders, deliver messages and head out on missions. They also usually accompany Knights and are the secretive, stealthy ghosts in battle. Novice- RRN An apprentice rank of the pack. A rank that allows for one to be taken under the wing of a higher rank and learn about their position. Only a few members allowed this rank at a time. Normally given around 7 months of age. Elders - RRE The old and retired of the Renegades, they've served their duty in whatever rank they owned in youth to its full extent and have successfully survived. Elders are rare in the pack, with only few existing to date. Pups- RRP Anyone the age of 10 months or lower. It is a surprising fact that the Renegades will actually treat them well. That is to the pups born within the pack. They are the future of the Renegades and should be protected at all costs. Lanie is fairly found of young ones and will personally skin anyone that harms them. Grunt- RRG Like the omega of a regular wolf hierarchy the Grunt rank is usually given to the weakest and most submissive of the members. Also given as punishment to those who go against orders/act out of line etc. Prisoners- RR Pretty self-explanatory. The punished and the beaten who are kept in shackles and cages for the packs amusement. They're abundant in the pack, and will usually be killed or eventually made a grunt if they proved their worth. The lucky (or perhaps unlucky) ones may end up being personal servants for the Renegades. |
Lead Branch |
Combat Branch |
Healing Branch |
Neutral Branch |