Post by Aravis on Jun 28, 2021 14:06:48 GMT -5
I R K A L L A
In Mesopotamian mythology, it is the underworld from which there is no return.
*This pack page contains a variety of dark content, such as filicide and cannibalism, so read ahead at your own discretion.*
*This pack page contains a variety of dark content, such as filicide and cannibalism, so read ahead at your own discretion.*







D E S C R I P T I O N
Welcome to Irkalla. Home to beautiful, exquisite creatures with intricate detailing; morally ambiguous, foreboding creatures with intimate ties pulled tight between them. Irkalla’s foundation is built upon the belief that every wolf is, instead, a vessel hosting a monster of varying influence on their mind. The worst monsters of all are the ones living inside of the most beautiful, divine wolves across the continent, because it is beneath those pretty pelts, those brilliant eyes, that it is the hardest to see them for the hideous, ungodly things they truly are. Beauty is therefore fundamental in Irkalla, and from its importance stems ludicrously high standards on and appreciation for outer appearances, as it tends to work up more of an appetite. The female gender is given a slight inclination in that only a female can be named the heredar and, eventually, the reina, but Irkalla is not a matriarchal society in any other means; this principle has roots in the olden idea that a male’s worth is as much as his muscle mass, whereas a female’s is as much as her face, which caused some (but certainly not all) of the most powerful monsters to fight over delicate, feminine vessels before laying claim to the remainder of the population. These powerful monsters, these poisonous and invasive aliens of the mind, are the only ones with Irkalla’s paramount appetite.
The consumption of wolf in a communal setting is a highly regarded act in which members of Irkalla can express gratitude and acceptance to their monstrous natures. It is believed that indulging in this incredibly intimate experience appeases the monster’s violent urges, and also encourages it to enter a mutualistic relationship: in exchange for being well fed, its host will be granted more control over his or her mind. Although it is enough to consume flesh alone, specific messages can be communicated to the monster through the consumption of specific organs. Cannibalism is not enforced, but it is encouraged. Non-cannibals will be welcomed into the pack and have potential to climb the ranks, but they must be willing to accept and even create opportunities for their peers' cannibalism.
Irkalla takes on the appearance of a haven for the violent, the brooding, and the sadistic, allowing them to act upon their darkest impulses without judgement; however, Irkalla has a surprisingly peaceful alignment. Irkalla acknowledges that their practices are not likely to be fully accepted across the continent and that, in some cases, they might even be shunned for beastliness or targeted for being a presumed threat to livelihood, so Irkalla has committed to an incredibly private and elusive lifestyle. They are simple rules to follow, but among the most important: do not speak directly about Irkalla’s inner-workings with outsiders, if they wish to know more they must join and earn their place; do not disclose the identity of the reina, always refer to the frente as the reina in matters that involve outsiders so the true reina will not be targeted in the event of hardship; and do not leave Irkalla’s territory, permanently or temporarily, without requesting a pardon or pass from the reina, respectively, as it will always result in jugar. Even allies fall into the realm of outsiders and, should they have the means, the trust, and the patience to interact with Irkalla, will be subjected to the same deceptions as any other wolf that is not within their ranks.
Understand that Irkalla is not a place where methods of savagery or torture are done for the sake of it; rather, Irkalla utilizes these methods to achieve heightened self-awareness, practicing and perfecting how to best work alongside – not control – a dark mind.
The consumption of wolf in a communal setting is a highly regarded act in which members of Irkalla can express gratitude and acceptance to their monstrous natures. It is believed that indulging in this incredibly intimate experience appeases the monster’s violent urges, and also encourages it to enter a mutualistic relationship: in exchange for being well fed, its host will be granted more control over his or her mind. Although it is enough to consume flesh alone, specific messages can be communicated to the monster through the consumption of specific organs. Cannibalism is not enforced, but it is encouraged. Non-cannibals will be welcomed into the pack and have potential to climb the ranks, but they must be willing to accept and even create opportunities for their peers' cannibalism.
Irkalla takes on the appearance of a haven for the violent, the brooding, and the sadistic, allowing them to act upon their darkest impulses without judgement; however, Irkalla has a surprisingly peaceful alignment. Irkalla acknowledges that their practices are not likely to be fully accepted across the continent and that, in some cases, they might even be shunned for beastliness or targeted for being a presumed threat to livelihood, so Irkalla has committed to an incredibly private and elusive lifestyle. They are simple rules to follow, but among the most important: do not speak directly about Irkalla’s inner-workings with outsiders, if they wish to know more they must join and earn their place; do not disclose the identity of the reina, always refer to the frente as the reina in matters that involve outsiders so the true reina will not be targeted in the event of hardship; and do not leave Irkalla’s territory, permanently or temporarily, without requesting a pardon or pass from the reina, respectively, as it will always result in jugar. Even allies fall into the realm of outsiders and, should they have the means, the trust, and the patience to interact with Irkalla, will be subjected to the same deceptions as any other wolf that is not within their ranks.
Understand that Irkalla is not a place where methods of savagery or torture are done for the sake of it; rather, Irkalla utilizes these methods to achieve heightened self-awareness, practicing and perfecting how to best work alongside – not control – a dark mind.
H I S T O R Y
This section will detail the founding of Irkalla, and also highlight the experiences that made its fundamental principles become what they are.
B A S I C S
Members: 7
Land(s): Tiayr
Alliance(s): N/A
Founding Members: Aravis, Bolton, Shasta, Emori
Land(s): Tiayr
Alliance(s): N/A
Founding Members: Aravis, Bolton, Shasta, Emori
T I E R O N E
Reina: Aravis
T I E R T W O
Oscuro: Shasta
Ligero:
Muerta: Emori
Arrasar: Bolton
Divisar:
Frente:
T I E R T H R E E
Armadura:
Lucha:
Espiar: Faolán
Amenaza:
Escolta:
T I E R F O U R
Heredar:
Aprendiz:
T I E R F I V E
Juicio: Miah, Erebus
Comida:
Reina: Aravis
T I E R T W O
Oscuro: Shasta
Ligero:
Muerta: Emori
Arrasar: Bolton
Divisar:
Frente:
T I E R T H R E E
Armadura:
Lucha:
Espiar: Faolán
Amenaza:
Escolta:
T I E R F O U R
Heredar:
Aprendiz:
T I E R F I V E
Juicio: Miah, Erebus
Comida:
R A N K D E T A I L S
R E I N A – The mother of monsters. She is their pillar of stability, their deepest ally, and most importantly their personalized support system. She belongs to her pack in a way a leader ordinarily does not, serving and providing for its needs more than ruling it; however, she will wield her authority when she absolutely must, and let it be known that there is no greater gamble than beckoning a reina’s monster. The reina’s identity is kept secret to guarantee her safety should trouble ever arise for Irkalla. The use of her first name is allowed and even encouraged, but titles such as reina or, by younger and newer members of the pack, mother can be used to emphasize respect and trust in her guidance.
O S C U R O – Specializing in numbing agents, poisonous connotations, and disease, the oscuro is the ligero’s dark equivalent. The oscuro is charged with pup deliveries since, in Irkalla, new life is not always a blessing. The oscuro also manages all of Irkalla’s comida to minimize their pain and keep them alive as long as possible.
L I G E R O – Specializing in repairing wounds, remedying illnesses, and minimizing scarring, the ligero is the oscuro’s light equivalent. The ligero is Irkalla’s mental consort, overseeing all of the mutualistic relationships between wolf and monster and, if necessary, helping to remedy them. The ligero is free to request a mental check-up with a pack member of any standing without giving notice.
M U E R T A – The gravekeeper. Faithful service to Irkalla until death is valued immensely and, to show appreciation, the muerta acts as a spiritual guide that keeps company with the dead. After a member of Irkalla dies, their cleaned bones are gathered and taken to the graveyard by the muerta for safekeeping, and they are tasked with monitoring the grounds to ensure that the space is always properly respected. Any messages that the living wish to pass on can be done through the muerta, and vice versa.
A R R A S A R – Out of every monster that comes to Irkalla seeking a home, the arrasar’s is among the most deadly, cold, and unfeeling. Having proven themselves a worthy opponent with a refined taste for killing, the arrasar supervises lucha, both keeping their ravenous monsters in check and individually training them to keep skills sharp. In the event that Irkalla’s attempt to maintain peace is jeopardized or threatened, the arrasar will serve as the reina’s war advisor and coordinate battle plans. The lucha are allowed and even encouraged to decide among themselves who deserves to be in charge of them and, should a lucha overpower the acting arrasar, the reina is unlikely to veto the position swap.
D I V I S A R – Irkalla’s privacy is of paramount importance, so espiar must have the reina’s unconditional trust in their ability to gracefully handle outside affairs. The divisar is appointed to know every espiar’s plan, every espiar’s whereabouts, so if their time spent outside of Irkalla territory stretches out for an uncomfortably long period of time they can be quickly located and brought back. The divisar is elected to speak on Irkalla’s behalf in matters that involve communication with other packs, assuming the frente is not required to act as the reina. The divisar also exclusively conducts jugar and is responsible for the safe return of every participant, as well as the captor.
F R E N T E – This wolf is the face of Irkalla, and the one that outsiders are made to believe is in charge of the pack so in times of hardship the true reina is not targeted. Their bond with and trust in the reina must be unquestionable, bulletproof, as they directly handle outside affairs and are entrusted to quickly and cleverly do as their reina will intend in unforeseen circumstances. The frente is always addressed and treated as the “alpha” of Irkalla outside their borders, even by the reina herself in the unlikely event that they are both in attendance; however, inside their borders, any attempts to uphold this pretense as fact will be punished.
A R M A D U R A – These wolves are not unlike the lucha when it comes to their ability to fight, and they will often stand with their counterparts on the battlefield as the defense to their offense; however, their job is more specific to the reina, and it requires a great level of devotion and intimacy. The reina is scarcely seen without one of her guardians at her side, even sharing her personal quarters and, often, her bed with them; but in exchange for this privilege the armadura must revoke their right to mate and start a family so their dedication to the reina first and foremost is never forced to compete for their attention.
L U C H A – Even though Irkalla considers itself a peaceful pack that is wholly committed to its private lifestyle, it is not without its own unique class of warriors to keep it safe. The lucha are comprised of anything from savages to rapists, sadists to torturers, all of whom tend to have been claimed by a monster that is extraordinarily powerful and influential. Their job is to fight violently and protect absolutely in the event of hardship. No wolf’s background is too horrifying to make them unfit for serving as one of Irkalla’s lucha.
E S P I A R – These are the only wolves that are permitted to leave Irkalla territory without receiving a pass, as their job requires keeping tabs on nearby packs, planting bugs about Irkalla into the ears of lone travelers without, of course, giving away too many details about Irkalla’s inner-workings, and also hunting ordinary prey to keep the pack fed when comida stocks dip low. Any information that an espiar secures is purely to protect Irkalla from unwanted surprises and, generally, will not be taken advantage of. Every trip that an espiar takes outside of Irkalla territory must be reported to the divisar in thorough detail.
A M E N A Z A – Where the luchas’ monsters are sinister and cruel, the amenazas’ monsters have taken such a toll on their minds that they are little more than the robotic aftermath of an overworked vessel. It is expected that all lucha eventually become amenaza themselves, but the role is not without its own peculiar significance. They are Irkalla’s gargoyles, standing watch day and night, hour by hour, from the crooks of the border. Food is brought to them, and socialization is provided through the rotation of their team. The amenaza are entrusted with greeting wolves that approach Irkalla’s border, and sorting members from meals. They use three distinctively pitched howls to communicate the situation to Irkalla: high pitch signifies danger and calls for backup, medium pitch signifies acceptance of a member and calls for an escort, and low pitch signifies acceptance of a meal and similarly calls for an escort. These decisions are rarely reviewed by the reina.
E S C O L T A – Every breeding season, the reina selects several of Irkalla’s females to take this title as their temporary second rank. It is the job of escoltas to conceive a litter of pups, and each of them is free to approach any males they desire, and as many males as they desire, even if those males are technically already romantically tied to someone else. This, of course, excludes the reina’s armaduras. Escoltas are chosen based on current mental capacities, as the burden of sangre can be troubling for even the most formidable of minds. Breeding rights are exclusive to escoltas and their chosen mates; meaning, even if a mated pair wants to try for pups, they can only do so if the female is named an escolta that season. The rank can be privately requested, but it is not guaranteed. An escolta approaching a male who already has a mate is not meant to be viewed as a slight against their relationship. Males with the most desirable physical appearances are likely and encouraged to be approached to maximize the chances of sangre’s survival rate; and, to show respect to any pre-existing relationships, any pups conceived with a mated male will be raised by the male and his mate, not the male and his escolta. This can be a beautiful opportunity for mated pairs to conceive if favour shines on a mated female being named an escolta any given season but, more pressingly, its main purpose is to add to Irkalla’s ranks. In Irkalla, mated pairs are generally viewed as emotional bonds, and there may very well be a different male whose genes are more sexually compatible with a female than her mate’s.
H E R E D A R – She inherits the responsibility of Irkalla if the reina passes. She watches and works closely with the reina in preparation to assume her position, but she cannot finalize decisions or issue commands without the reina’s knowledge and consent. Despite the heredar’s importance to Irkalla’s future, she is not viewed nor treated as a second-in-command due to the exclusivity of leadership. The reina’s role is unthinkable for monsters that are controlled poorly by their host, so the heredar is temporarily pardoned the burden in order to focus all of her time and energy on mental training.
A P R E N D I Z – A rank reserved for three wolves who will apprentice to the muerta, ligero, and oscuro, respectively. Candidates should be discussed with the reina and receive her consent.
J U I C I O – A trial rank that every member accepted at the border by an amenaza inhabits for a period of the reina’s choosing. It gives Irkalla time to adjust to them while giving the juicio time to learn Irkalla’s customs and assimilate into their lifestyle. A juicio that proves unfit is renamed a comida and consumed at Irkalla’s discretion, as releasing them, in turn, releases Irkalla’s inner-workings; but in exceptional circumstances they can trade their freedom for their tongue so Irkalla can comfortably secure their privacy.
C O M I D A – Irkalla’s primary food source. They are strictly prohibited from leaving pack territory and, generally, are too weak from injuries and blood-loss to try. Despite their lowly position in the pack, they are treated as honourable sacrifices more than slaves and can therefore expect some level of kindness from their peers when they are not being eaten. Bodily numbing is always available prior to consumption as Irkalla’s way of thanks.
O S C U R O – Specializing in numbing agents, poisonous connotations, and disease, the oscuro is the ligero’s dark equivalent. The oscuro is charged with pup deliveries since, in Irkalla, new life is not always a blessing. The oscuro also manages all of Irkalla’s comida to minimize their pain and keep them alive as long as possible.
L I G E R O – Specializing in repairing wounds, remedying illnesses, and minimizing scarring, the ligero is the oscuro’s light equivalent. The ligero is Irkalla’s mental consort, overseeing all of the mutualistic relationships between wolf and monster and, if necessary, helping to remedy them. The ligero is free to request a mental check-up with a pack member of any standing without giving notice.
M U E R T A – The gravekeeper. Faithful service to Irkalla until death is valued immensely and, to show appreciation, the muerta acts as a spiritual guide that keeps company with the dead. After a member of Irkalla dies, their cleaned bones are gathered and taken to the graveyard by the muerta for safekeeping, and they are tasked with monitoring the grounds to ensure that the space is always properly respected. Any messages that the living wish to pass on can be done through the muerta, and vice versa.
A R R A S A R – Out of every monster that comes to Irkalla seeking a home, the arrasar’s is among the most deadly, cold, and unfeeling. Having proven themselves a worthy opponent with a refined taste for killing, the arrasar supervises lucha, both keeping their ravenous monsters in check and individually training them to keep skills sharp. In the event that Irkalla’s attempt to maintain peace is jeopardized or threatened, the arrasar will serve as the reina’s war advisor and coordinate battle plans. The lucha are allowed and even encouraged to decide among themselves who deserves to be in charge of them and, should a lucha overpower the acting arrasar, the reina is unlikely to veto the position swap.
D I V I S A R – Irkalla’s privacy is of paramount importance, so espiar must have the reina’s unconditional trust in their ability to gracefully handle outside affairs. The divisar is appointed to know every espiar’s plan, every espiar’s whereabouts, so if their time spent outside of Irkalla territory stretches out for an uncomfortably long period of time they can be quickly located and brought back. The divisar is elected to speak on Irkalla’s behalf in matters that involve communication with other packs, assuming the frente is not required to act as the reina. The divisar also exclusively conducts jugar and is responsible for the safe return of every participant, as well as the captor.
F R E N T E – This wolf is the face of Irkalla, and the one that outsiders are made to believe is in charge of the pack so in times of hardship the true reina is not targeted. Their bond with and trust in the reina must be unquestionable, bulletproof, as they directly handle outside affairs and are entrusted to quickly and cleverly do as their reina will intend in unforeseen circumstances. The frente is always addressed and treated as the “alpha” of Irkalla outside their borders, even by the reina herself in the unlikely event that they are both in attendance; however, inside their borders, any attempts to uphold this pretense as fact will be punished.
A R M A D U R A – These wolves are not unlike the lucha when it comes to their ability to fight, and they will often stand with their counterparts on the battlefield as the defense to their offense; however, their job is more specific to the reina, and it requires a great level of devotion and intimacy. The reina is scarcely seen without one of her guardians at her side, even sharing her personal quarters and, often, her bed with them; but in exchange for this privilege the armadura must revoke their right to mate and start a family so their dedication to the reina first and foremost is never forced to compete for their attention.
L U C H A – Even though Irkalla considers itself a peaceful pack that is wholly committed to its private lifestyle, it is not without its own unique class of warriors to keep it safe. The lucha are comprised of anything from savages to rapists, sadists to torturers, all of whom tend to have been claimed by a monster that is extraordinarily powerful and influential. Their job is to fight violently and protect absolutely in the event of hardship. No wolf’s background is too horrifying to make them unfit for serving as one of Irkalla’s lucha.
E S P I A R – These are the only wolves that are permitted to leave Irkalla territory without receiving a pass, as their job requires keeping tabs on nearby packs, planting bugs about Irkalla into the ears of lone travelers without, of course, giving away too many details about Irkalla’s inner-workings, and also hunting ordinary prey to keep the pack fed when comida stocks dip low. Any information that an espiar secures is purely to protect Irkalla from unwanted surprises and, generally, will not be taken advantage of. Every trip that an espiar takes outside of Irkalla territory must be reported to the divisar in thorough detail.
A M E N A Z A – Where the luchas’ monsters are sinister and cruel, the amenazas’ monsters have taken such a toll on their minds that they are little more than the robotic aftermath of an overworked vessel. It is expected that all lucha eventually become amenaza themselves, but the role is not without its own peculiar significance. They are Irkalla’s gargoyles, standing watch day and night, hour by hour, from the crooks of the border. Food is brought to them, and socialization is provided through the rotation of their team. The amenaza are entrusted with greeting wolves that approach Irkalla’s border, and sorting members from meals. They use three distinctively pitched howls to communicate the situation to Irkalla: high pitch signifies danger and calls for backup, medium pitch signifies acceptance of a member and calls for an escort, and low pitch signifies acceptance of a meal and similarly calls for an escort. These decisions are rarely reviewed by the reina.
E S C O L T A – Every breeding season, the reina selects several of Irkalla’s females to take this title as their temporary second rank. It is the job of escoltas to conceive a litter of pups, and each of them is free to approach any males they desire, and as many males as they desire, even if those males are technically already romantically tied to someone else. This, of course, excludes the reina’s armaduras. Escoltas are chosen based on current mental capacities, as the burden of sangre can be troubling for even the most formidable of minds. Breeding rights are exclusive to escoltas and their chosen mates; meaning, even if a mated pair wants to try for pups, they can only do so if the female is named an escolta that season. The rank can be privately requested, but it is not guaranteed. An escolta approaching a male who already has a mate is not meant to be viewed as a slight against their relationship. Males with the most desirable physical appearances are likely and encouraged to be approached to maximize the chances of sangre’s survival rate; and, to show respect to any pre-existing relationships, any pups conceived with a mated male will be raised by the male and his mate, not the male and his escolta. This can be a beautiful opportunity for mated pairs to conceive if favour shines on a mated female being named an escolta any given season but, more pressingly, its main purpose is to add to Irkalla’s ranks. In Irkalla, mated pairs are generally viewed as emotional bonds, and there may very well be a different male whose genes are more sexually compatible with a female than her mate’s.
H E R E D A R – She inherits the responsibility of Irkalla if the reina passes. She watches and works closely with the reina in preparation to assume her position, but she cannot finalize decisions or issue commands without the reina’s knowledge and consent. Despite the heredar’s importance to Irkalla’s future, she is not viewed nor treated as a second-in-command due to the exclusivity of leadership. The reina’s role is unthinkable for monsters that are controlled poorly by their host, so the heredar is temporarily pardoned the burden in order to focus all of her time and energy on mental training.
A P R E N D I Z – A rank reserved for three wolves who will apprentice to the muerta, ligero, and oscuro, respectively. Candidates should be discussed with the reina and receive her consent.
J U I C I O – A trial rank that every member accepted at the border by an amenaza inhabits for a period of the reina’s choosing. It gives Irkalla time to adjust to them while giving the juicio time to learn Irkalla’s customs and assimilate into their lifestyle. A juicio that proves unfit is renamed a comida and consumed at Irkalla’s discretion, as releasing them, in turn, releases Irkalla’s inner-workings; but in exceptional circumstances they can trade their freedom for their tongue so Irkalla can comfortably secure their privacy.
C O M I D A – Irkalla’s primary food source. They are strictly prohibited from leaving pack territory and, generally, are too weak from injuries and blood-loss to try. Despite their lowly position in the pack, they are treated as honourable sacrifices more than slaves and can therefore expect some level of kindness from their peers when they are not being eaten. Bodily numbing is always available prior to consumption as Irkalla’s way of thanks.
T R A D I T I O N S & C E R E M O N I E S
F E S T I N – As often as the reina sees fit, although traditionally no more than once or twice a year, Irkalla's cannibals are summoned by the reina’s call to come together as a family, rejoice in the acceptance of their monsters, and celebrate their successes as a pack with an act of communal cannibalism upon one of their comida; Irkalla's non-cannibals are welcomed, and even encouraged, to attend and watch, as their presence conveys that they accept Irkalla's sacred practices even if they do not, themselves, choose to indulge in them. It is considered to be among the most privileged deaths that a comida can experience in Irkalla. During the oscuro’s preparations, a powerful numbing agent will be administered to spare the comida any unnecessary pain or suffering. It is within the comida’s right to refuse this gift, as there are certainly monsters in Irkalla who will enjoy their screams; but it is considered an extension of the reina’s generosity, and refusing it will take on the appearance of a slight against her which will not only ban them from being buried with the other comida who have died, but also turn festin into a far more troubling fate than it is intended to be. The process begins with the comida passing his or herself from wolf to wolf so that each member can extract a small share to eat; generally, while this is happening the reina will give a speech, although she will occasionally call upon a random member of the pack to speak on her behalf. If the comida can no longer walk before he or she has reached every wolf, then members of Irkalla who have yet to eat will be prompted to approach in single file. Once everyone has eaten their fair share, the reina no longer calls for order and however many wolves may return for seconds as ravenously as it pleases them to. The bones should be spick and span for the muerta to deposit the comida into his or her grave; unless the numbing agent was refused, in which case the reina will use them as decorations inside of her den. It is rare, although not necessarily impossible, for the comida to survive festin.
J U G A R – Unfortunately there are not always enough prospective joiners to keep both Irkalla’s ranks and stomachs satisfied, and even though they will consume the bland, tasteless prey of the common wolf for preservation, their monsters demand the flesh of their kin. When stocks are low and monsters are beginning to feel unsettled, the reina will call for the organization of jugar, an event lead by the divisar in which a small group must work together to capture and return with a lone wolf to serve in the comida ranks. They are preferred alive, although it is understood that not all prey will come compliantly. Despite the weight of the event, jugar is still largely considered a game in which monsters are able to let off steam and wolves are able to fully embrace their true natures. There is only one rule: it is absolutely forbidden to target a wolf who carries pack-scent. Irkalla wishes to maintain its private and elusive lifestyle, and that would not be possible with vengeful packs tracking a kidnapped scent across their borders. The divisar is solely responsible for jugar’s maintenance and will be punished accordingly if this rule is broken under his or her supervision, whereas the actual offender who breaks the rule will be subjected to whichever punishment the reina is in the mood for.
*S A N G R E* – New life in Irkalla is not always a blessing, and pups will face a unique set of trials and tribulations in order to determine whether or not their bodies have been appropriately claimed by monsters. The oscuro and ligero work closely in this evaluative process and, together, they are responsible for single-handedly deciding who lives and dies within a litter. The pups will be tested in two categories: the oscuro is first with appearance, in which a body examination is performed immediately after birth, and the ligero is second with appetite a little later into their lives, in which the pups will undergo their first mental check-up consisting of personalized questions and situational responses that will help the ligero determine if they are, in fact, hosting a monster. The healers are given twenty-four hours from the end of testing to discuss and, in the event that the two of them cannot agree on one or more pups’ fates, may request a third opinion from anyone to act as a tie-breaker. There is an expectation that parents will consume any of their pups that are deemed unsuitable for life in Irkalla; however, if they are non-cannibals, then the pups can be given to someone else. This expectation is common knowledge throughout the pack prior to any conception, so the possibility is not a surprise and the burden must be accepted. After this, sangre is complete and any remaining pups are formally introduced to the pack and communally named.
S O N A R - Under circumstances where a host feels the need to relay a specific message to its monster to restore a part of their mutualistic relationship, a comida or deer will be chosen based on individual preference to have one of its organs removed, depending entirely on which message the host wishes to communicate to its monster. The organ is harvested by the oscuro, and then it can either by eaten right then and there, in a private setting, or in the muerta’s presence to ensure the ritual is conducted properly and the message is received strongly. The following messages can be personalized however the host sees fit, although the general message must remain the same. These rituals are intended to resolve a lack, not strengthen something that a host already possesses.
B R A I N - Consuming brain communicates the host’s desire to strengthen its overall bond with its monster.
L U N G - Consuming lung communicates that the host wishes to have a greater share of control over its mind and body, so that the wolf may breathe easier throughout daily life.
L I V E R - Consuming liver communicates that the host wishes for strong mental and/or physical health.
B L A D D E R - Consuming bladder communicates that the host wishes to feel more of a release during cannibalistic consumption.
H E A R T - Consuming heart is specific to the reina and, eventually, the heredar once she is ready to assume her position. This communicates to the monster a desire to merge fully into one being. Fulfilling this request requires immense strength of mind and, if done incorrectly, can severely damage the host.
S T O M A C H - Consuming stomach is popular among lucha, for it communicates a desire to eliminate one’s moral compass in order to stomach any means of violence without feeling remorse, mercy, or pity.
J U G A R – Unfortunately there are not always enough prospective joiners to keep both Irkalla’s ranks and stomachs satisfied, and even though they will consume the bland, tasteless prey of the common wolf for preservation, their monsters demand the flesh of their kin. When stocks are low and monsters are beginning to feel unsettled, the reina will call for the organization of jugar, an event lead by the divisar in which a small group must work together to capture and return with a lone wolf to serve in the comida ranks. They are preferred alive, although it is understood that not all prey will come compliantly. Despite the weight of the event, jugar is still largely considered a game in which monsters are able to let off steam and wolves are able to fully embrace their true natures. There is only one rule: it is absolutely forbidden to target a wolf who carries pack-scent. Irkalla wishes to maintain its private and elusive lifestyle, and that would not be possible with vengeful packs tracking a kidnapped scent across their borders. The divisar is solely responsible for jugar’s maintenance and will be punished accordingly if this rule is broken under his or her supervision, whereas the actual offender who breaks the rule will be subjected to whichever punishment the reina is in the mood for.
*S A N G R E* – New life in Irkalla is not always a blessing, and pups will face a unique set of trials and tribulations in order to determine whether or not their bodies have been appropriately claimed by monsters. The oscuro and ligero work closely in this evaluative process and, together, they are responsible for single-handedly deciding who lives and dies within a litter. The pups will be tested in two categories: the oscuro is first with appearance, in which a body examination is performed immediately after birth, and the ligero is second with appetite a little later into their lives, in which the pups will undergo their first mental check-up consisting of personalized questions and situational responses that will help the ligero determine if they are, in fact, hosting a monster. The healers are given twenty-four hours from the end of testing to discuss and, in the event that the two of them cannot agree on one or more pups’ fates, may request a third opinion from anyone to act as a tie-breaker. There is an expectation that parents will consume any of their pups that are deemed unsuitable for life in Irkalla; however, if they are non-cannibals, then the pups can be given to someone else. This expectation is common knowledge throughout the pack prior to any conception, so the possibility is not a surprise and the burden must be accepted. After this, sangre is complete and any remaining pups are formally introduced to the pack and communally named.
S O N A R - Under circumstances where a host feels the need to relay a specific message to its monster to restore a part of their mutualistic relationship, a comida or deer will be chosen based on individual preference to have one of its organs removed, depending entirely on which message the host wishes to communicate to its monster. The organ is harvested by the oscuro, and then it can either by eaten right then and there, in a private setting, or in the muerta’s presence to ensure the ritual is conducted properly and the message is received strongly. The following messages can be personalized however the host sees fit, although the general message must remain the same. These rituals are intended to resolve a lack, not strengthen something that a host already possesses.
B R A I N - Consuming brain communicates the host’s desire to strengthen its overall bond with its monster.
L U N G - Consuming lung communicates that the host wishes to have a greater share of control over its mind and body, so that the wolf may breathe easier throughout daily life.
L I V E R - Consuming liver communicates that the host wishes for strong mental and/or physical health.
B L A D D E R - Consuming bladder communicates that the host wishes to feel more of a release during cannibalistic consumption.
H E A R T - Consuming heart is specific to the reina and, eventually, the heredar once she is ready to assume her position. This communicates to the monster a desire to merge fully into one being. Fulfilling this request requires immense strength of mind and, if done incorrectly, can severely damage the host.
S T O M A C H - Consuming stomach is popular among lucha, for it communicates a desire to eliminate one’s moral compass in order to stomach any means of violence without feeling remorse, mercy, or pity.
Q U I C K S U M M A R Y
1. Irkalla partakes in a variety of dark practices, such as cannibalism and filicide, but it considers itself to have a peaceful alignment in spite of this when it comes to interacting with other packs; meaning Irkalla is, in general and whenever possible, non-confrontational.
2. Keeping the reina’s identity a secret from any and all non-Irkalla wolves, including alliances, is of paramount importance.
3. Irkalla believes its members are claimed by “monsters” which are, essentially, all of the dark thoughts they have. How physically attractive a wolf is correlates with how aggressive and dangerous their monster is; and since physical beauty is also correlated with the capacity to climb Irkalla’s ranks, it is a statement of how much reverence a monster deserves and how likely it is to overpower and dominate a peer’s monster.
4. Irkalla holds beauty in exceptionally high regard, but, just to make this clear, nobody who is interested in being a member of Irkalla is going to be denied if their character does not have a fancy design. Please feel free and welcome to reach out to the players of any position that can accept prospective joiners (anyone in tiers one or two can accept joiners for the sake of who may or may not be able to respond quickly at any given time, but it will ideally most often be done by amenazas, so check with them first unless you want to specifically request a character).
2. Keeping the reina’s identity a secret from any and all non-Irkalla wolves, including alliances, is of paramount importance.
3. Irkalla believes its members are claimed by “monsters” which are, essentially, all of the dark thoughts they have. How physically attractive a wolf is correlates with how aggressive and dangerous their monster is; and since physical beauty is also correlated with the capacity to climb Irkalla’s ranks, it is a statement of how much reverence a monster deserves and how likely it is to overpower and dominate a peer’s monster.
4. Irkalla holds beauty in exceptionally high regard, but, just to make this clear, nobody who is interested in being a member of Irkalla is going to be denied if their character does not have a fancy design. Please feel free and welcome to reach out to the players of any position that can accept prospective joiners (anyone in tiers one or two can accept joiners for the sake of who may or may not be able to respond quickly at any given time, but it will ideally most often be done by amenazas, so check with them first unless you want to specifically request a character).