Job Title:
Ulver Knytte
Rank:
Solo--
D - 1,000 Words
C - 2,000 Words
B - 4,500 Words
A - 10,000 Words
Group--
D - 1,500 Words
C - 3,000 Words
B - 7,500 Words
A - 14,000 Words
S - 20,000 Words
Ulver Knytte
Rank:
Solo--
D - 1,000 Words
C - 2,000 Words
B - 4,500 Words
A - 10,000 Words
Group--
D - 1,500 Words
C - 3,000 Words
B - 7,500 Words
A - 14,000 Words
S - 20,000 Words
Player Requirements:
Up to two people maximum in a group, with an extra if given GM permission. To do it solo, you must be of the same rank as or above the solo job. Must be in the Black Rose guild and bear the guildmark.Other guilds/guildless may be invited, though they may not bond with a wolf, and the negative effects of Vintermyr will be 50% stronger against them.
Job Requirements:
Get to the Crystal Cavern, and bond with your Mire Wolf.
Job Location:
Vintermyr
Get to the Crystal Cavern, and bond with your Mire Wolf.
Job Location:
Vintermyr
Job Description:
- Mire Wolf Information:
- The dominant beings of Vintermyr are the descendants of Fenrir, the Lord of the Myrulv, or Mire Wolves. These canines are close relatives of the Dire Wolf, and distant relatives of any average wolf species. They are similar to their close cousins in appearance, though do not have a particularly consistent size, as their builds range from the above-average size of a normal wolf, to the size of a large horse or bear. They maintain a higher intelligence than any normal animal, and a small number can learn basic magical abilities, or use of psychic powers like telepathy, clairvoyance, or mastery of human speech. Myrulv are fast, able to move at temporary speeds of eighty miles per hour when given enough room and energy. On average, they run at fifty miles per hour, and are capable of carrying one to three humans, depending on their personal size and weight. Mire Wolves live unusually long life spans for a canine, often reaching one hundred years before they pass on. As a result, they mature slowly, like humans, with child and teen years.
Because Black Rose acts as a steward of their land, protecting it from any political, industrial, or environmental threats, the Myrulv have made an alliance with the guildmembers. Should a person bearing the guildmark of Black Rose enter Vintermyr, they have the choice of getting to bond with a wolf. A Mire Wolf often feels an uncanny attraction to the one who they are to bond with, and are already of a proper size to be ridden, as well as the same age as their rider. Thus begins the path of Wolfriding, or Ulvri. Myrulv rarely leave Vintermyr, though if they have bonded with a Black Rose guildmember, they no longer feel the instinct and invisible force tying them to their homeland. Sometimes, if a wolf chooses to leave, the mystic of Vintermyr grants them magical ice armor to protect them, should they ever be ridden into combat. The ice will never melt, no matter the temperature, can appear to be any form of metal that matches the wolf, and is said to be tougher and stronger than diamonds.
If a Black Rose member chooses to bond with a wolf, they must first make their journey to a hidden cave of icicles deep within Vintermyr. On their trail, they will be tested by the frosty flora and fauna of the forest, forced to prove that they are worthy of bonding with one of Fenrir’s children and taking it from its home. Once they have discovered the icy cavern, they must take one of the icicles from the crystalline cave, and remove it. If they are unable to break an ice shard away from the cavern, they have been deemed unworthy. Should they successfully remove the icicle, they may safely make their way through Vintermyr, in search of their Myrulv; who will come to them. Oftentimes, their Mire Wolf might have secretly followed them during their trial, and will be waiting outside. If they do not return from the cavern with an icicle, there will be no wolf for them to bond with.
Once the person brings the icicle closer to the wolf, it will transform into a collar or necklace with a single ice crystal charm that is of the same color as the member’s guildmark. Should they place the collar on the Mire Wolf, the living ice of Vintermyr will begin to form armor over the wolf, which may take the appearance of any type of metal or material. The armor will leave a place for the guildmember to ride the wolf, and from there, the two may begin training in the sacred art of Ulvri, Wolfriding.
Enemies:
Weak:
Vintermyr Flora x 5 ;; The plants of Vintermyr are living beings that will do what they can to test you. Their branches will shake off sharpened leaves and icicles at you, while their vines and roots will try to ensnare and strangle you. They deal one rank below you in damage, and take ten hits of your rank to subdue, twenty to kill. Should you destroy any bit of the flora of Vintermyr more than once, you will be deemed unworthy of bonding with a wolf in the cavern.
Normal:
Vintermyr Fauna x 3 ;; The animals of Vintermyr are primarily made of ice and frost, though are swift and devastating. They move at a rank above you in speed, and deal your rank in damage. If they bite you, they will slow your speed by 25% per bite. Bitten four times, and you will be paralyzed for a turn. Animals here include giant birds, wildcats, bears, stags, and almost any animal you can imagine on steroids. They take fifteen hits to subdue, each, and thirty hits to kill. If you kill more than two fauna of Vintermyr, you will be deemed unworthy of bonding with a wolf in the cavern.
Strong:
Vintermyr Spirits x 1 ;; The spirits of Vintermyr often appear in the form of ice flurry dryads, taking on whatever shape they please. They can control the weather and the very elements in an attempt to stop you in your quest. Touching them, or them touching you, causes you to take a rank in damage below you. They are two ranks faster than you. The land itself is against you in their presence, however. The waters will try to grasp and drown you, or freeze you in their dark depths. Rocks will fall from the hills and cliffs and break in an attempt to crush you. Any fire you possess will no longer be able to be controlled, and the wind shall always be against you, and blow your scent towards the frosty beats of Vintermyr. After thirty hits of your rank, these spirits will leave you alone. They cannot be killed, though will try to lead you away from the crystalline cavern.
Boss:
Fenrir ;; The Lord of the Myrulv. Fenrir is the father and progenitor of the Mire Wolves, and is not so keen on handing them off until the Black Rose guildmember has been tested, and is deemed worth. He is a massive wolf, many times larger than the biggest bear you have ever seen. He is two ranks faster than you, and his claws and teeth deal damage equal to one rank above you in magic damage. He may use the ice of Vintermyr as magic, and find infinite healing with it. Your task is to hold your ground and make it to the cave, where he will dare not tread. However, he will do anything in his power to stop you, and can summon the flora, fauna, and spirits of Vintermyr to his aid with a mighty howl. He takes one hundred hits of your rank to take down, though if you kill him, you will be deemed unworthy of bonding with a wolf, and unable to take an icicle from the cavern. Should he be killed, the mystic of Vintermyr will regenerate his body, and he will unleash the full wrath of the icy land on you. If you deal fifty hits of your rank on him, he will cease to attack you and find you worthy.
Reward:
D - 2,000 JewelsC - 7,000 Jewels
B - 11,000 Jewels
A - 25,000 Jewels
S - 55,000 Jewels
+ a noncombat Mire Wolf pet to ride. This pet may later be registered as a combat pet if you please. You may also register equipment for it as armor.
-OR-
If you complete the job at B-rank or higher, you may optionally choose to be rewarded with a Legendary+ Combat Mire Wolf. This is not an extra pet slot, but will fill your Combat Pet slot if you so choose.
If you take the job again--
You may optionally take the job again, at your rank or above only, to train your wolf through these trials. Note the wolf will leave you if you kill anything in its home.
If you have completed the job again, you may choose to be rewarded with one of the following.
Legendary+ Item -- The Ice Crystal Collar for your Mire Wolf.
Legendary Armor -- The Vintermyr ice armor set for your Mire Wolf to wear.
Legendary+ Weapon -- Claw or Fang reinforcements, a weapon your wolf can wield in its mouth, etc. Creativity permitted here.
You may take this job up to four times. First to achieve the Mire Wolf, the next three to achieve equipment for your Myrulv.
Credits:
Izayuki // Black Rose
Izayuki // Black Rose