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There are different ‘types’ of fights on Folklore. A spar, dominance battle, and rank battle each have different goals and outcomes; the type of fight should always be determined OOCly beforehand. A spar is a friendly match between two wolves, usually utilized to hone fighting skills. They are usually low-damage fights. Spars are not judged. A dominance battle is for when one wolf wishes to gain or assert dominance over another. These fights may be quite serious, and result in lasting injuries. Dominance battles may or may not be judged. Rank battles are very similar to dominance battles, but differ in that some pack rank or status is on the line. These fights may be serious and result in lasting injuries. Rank battles MUST be judged.

Please note that Folklore does NOT allow ‘death matches’ UNLESS both parties agree to that outcome beforehand. You may never kill another character without their player’s permission.

There are three main things to keep track of during a fight: Defenses, Attacks, and Damage Taken. While Folklore is fairly freeform and strictly realistic actions are not enforced, we do encourage members to become familiar with wolf behavior and fight tactics. Please note that you should always include attacks, defenses, and damage within the prose of the post when responding to a fight; if it is in your summary, but not your post itself, it DID NOT HAPPEN. Below, we have listed examples of various actions that may be taken in a fight. These lists are not exhaustive, but they should be utilized as a starting point! Keep in mind that your character is not all powerful - and that you should always give your opponent the opportunity to react to your characters’ attacks and defenses.


- Lowering the body closer to the ground. This protects the underbelly and also readies the wolf to spring forward or dodge.
Widening the stance. Largely the same as above, with the benefit of lowering the center of gravity and making them harder to knock over.
Narrowing the eyes. This protects the eye from damage.
Lowering the head. This protects the throat.
Pinning the ears. This protects them from being ripped off in the middle of the fight.
Tucking the tail. While also a signal of submission, a wolf might tuck their tail to prevent it from being targeted in the middle of a fight - assuming that they do not need it for balance.

A few notes about defenses! Despite common belief, wolves do NOT raise their hackles as a defensive maneuver. Hackles are utilized for signaling and communication, and are used as an intimidation tactic - NOT to protect from damage. Similarly, wolves do not snarl or wrinkle their lips to protect their muzzle from attacks; snarling is purely a communicative effort.


- A large wolf is more likely to utilize their weight and strength to subdue an opponent; a smaller wolf is more likely to use speed and maneuverability. This being said, please keep your character’s personality, Skills, and previous fighting experience in mind when roleplaying a fight with another character.
Common attacks include lunging for and trying to bite/tear at the side of the neck, the underside, and the meaty shoulder joints.Grabbing and trying to break another wolf’s leg is also a fairly common maneuver, as is removal of the tail. Attacks are generally only limited by your imagination! Keep in mind that some attacks may limit the defenses available to your character; they cannot keep their head low/tucked if they are also reaching out to bite into another character’s side.

Generally speaking, battles last a very short period of time; they are often finished as soon as one wolf has asserted their dominance over another. ‘Fatigue’ does not often play a role in determining the winner of a fight, though a wolf will usually give up as soon as it is clear they are outmatched. Even a minor wound could result in a debilitating, life threatening infection out in the wild!

A few notes about attacks! Wolves do not have the same range of motion in their forelegs as felines or humans; they cannot ‘slash’ with their nails like a lion, or ‘slap’ another wolf like a person would! Any damage done with claws is usually incidental; wolves are more likely to use their forelegs to grasp their opponent or use them to leverage into a higher position.

Skills Overview
Skills are a unique aspect of Folklore that help to award points and develop strategy in combat. Each wolf has three skills that articulate the most prominent, physical strengths of that character (you will have chosen these when you joined the site). Each skill gives a wolf an advantage in one area of combat, while simultaneously giving the wolf a weakness in another area of combat. While your character may be proficient in other areas, only the skills listed will be factored into judging.

There are 9 skills, all of which are color coded. Each skill is part of what we call a "Fatal Pair". A Fatal Pair includes one skill and its weakness. Every skill is weak to another skill. If it helps, consider judged fighting as one large game of rock-paper-scissors. Rock beats scissors but it always loses to paper. Every skill functions similarly.

BEFORE starting a judged fight, please determine your terms. These terms should include the number of rounds and the amount of time each user has to post.
NOTE : If the judged fight is a rank challenge (or the users cannot agree), staff will bestow the conditions on you. Once given, the conditions cannot be changed.

At the end of your posts, please add this form:

judged fights: [links to your previously judged fights. This must be present in the footer of your post to be counted.]

It adds clarity to judged fights.

AFTER the fight has ended, request a judging HERE .

Winners are awarded points in the following ways:

- Having the dominant skill in a fatal pair
- Being in the Adult age category
- Having a Healthy Condition (not pregnant, not wounded prior to the battle, etc.)
- Realism of writing (only if it's SIGNIFICANTLY better than the opponent)
- Belonging to a pack that claims a verdant/prosperous territory
- Perks (i.e. Bear Constellation)
- Advantageous positioning/avoiding significant damage
- Winning a Luck Roll. There is one Luck Roll per round of combat.

The result is then posted and the fight may end.

The winner may ALWAYS pin the loser.

Instances of powerplay result in point DEDUCTIONS and severe enough instances will result in automatically losing.

TRESPASSING - When loners trespass on pack lands, pack wolves can appear and instigate fights. Should the fight be judged and the pack wolf win, the loner will be held accountable for their actions. A dice roll will determine the loner's consequences.
1 - No imprisonment, Light damage
2 - 7 - Permanent Scarring or Imprisonment
8 - 10 - Permanent Crippling of some kind or Imprisonment

If your wolf is taken hostage, a roll is performed every season to see if they get a chance to escape. There is a 50/50 chance of escape/rescue.

Experience is factored into battles. Those that have participated in 5 judged battles will receive a +1 to their score, and those that have participated in 10 judged battles will receive a +2.

Skills are a unique aspect of Folklore’s combat system. Skills are meant to provide inherent advantages and weaknesses in fights. All of the skills are listed below. The weakness to a skill is listed above it. Note: The weakness of the first skill is at the bottom of the list. You can also think of the color wheel. Orange is weak to Red. Yellow is weak to Orange... and so on and so forth.

Please remember that being skilled in an area, such as strength, does not necessarily mean that your character will always be the strongest; being skilled in endurance does not necessarily mean that your character will always have the most stamina. Skills are factored into judging, but they are not the end all, be all of fights. Skills should never encourage you to godmod or powerplay your characters as all-powerful or unstoppable in certain areas of combat.

... Strength ... A character’s ability to put force behind their attacks. They can hold down a struggling opponent with more ease and free themselves from being pinned. Their attacks are often more painful and their holds more difficult to break.

... Dexterity ... Deftness of movement. Dexterous attacks require more skill and technique. These are calculated movements, ones that are planned and premeditated.

... Speed ... Swiftness of attacks landed and dodges made. A character’s ability to land a variety of attacks in a manner that is difficult to judge and follow.

... Intuition ... Knowledge of the manner in which battle flows, the ability to judge the slightest flinch of a muscle and anticipate an attack before it comes.

... Agility ... A character’s ability to dodge, evade, feint, and parry. Agile characters rely on balancing their weight in order to avoid injury.

... Accuracy ... Ability to land attacks wherever the assailant so chooses. These characters are more capable of biting around the jugular and kicking at the soft underbelly of less versatile foes.

... Sturdiness ... The solidity of a character’s defenses. Sturdy characters plant their paws and are more difficult to throw and injure. Their weakest areas are well defended.

... Endurance ... Champions of endurance can last for hours upon the battlefield. Strain does not hinder their attacks half as much as it might others. These characters power through exhaustion.

... Tolerance ... The ability to fight through pain. Characters with a high pain tolerance are less shaken by painful wounds.

continue to ...

i. Introduction , ii. Cyrileth , iii. Character Creation , iv. Constellations , v. Breeding , vii. Bloodlines , viii. Lore, ix. Wolf Behavior

BIANDRI. Caeleste - Fantasy Equine RPG