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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
- Perks (i.e. Bear Constellation)
- Winning the Luck Roll (4 points randomly go to a competitor based off of chance)

The result is then posted and the fight may end. The winner may ALWAYS pin the loser. If the winner is an Alpha of a pack, and the fight was held on pack lands, they may hold the loser prisoner if they so choose.

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

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.

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.

... 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