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FOR THIS RP THERE WILL ONLY BE 12 ROLES AVAILABLE. SEE 'MEMBERS' ON MAIN THREAD.*
ALPHA - the leader of the pack. they are the main one in control and sets the laws of the pack. they aren't required to tag along with any of the duties belonging to the ranks below them, however, it is optional and usually frequent they do so. they demand the highest of respect and are in a position to exile, banish or even cause fatalities to other members.
(* high rank)*
BETA - the second in command. they are known as the packβs enforcer, upholding the packβs law towards everyone. they are the one to step in for the alphaβs duties when they are not able or present. they may also assist the epsilon should it be needed with unwelcomed visitors.
(* high rank)*
EPSILON - the guardian of the pack. their duty is to ward off intruders and are responsible for the packβs safety. they possess both the ability to keep the peace and fight. although they should only resort to violence should peaceful persuasion is unsuccessful or impossible.
(* high rank)*
KAPPA - the most dominant subordinate of the pack. their duty is to maintain the upkeep of the packβs resources such as food and water. they will often be the one in charge of scouting outside of the packβs camp.
(* high rank)LAMBDA - the subordinates of the pack. they are what make up the brunt of the numbers. they usually work alongside the kappa, but do surround themselves around the other ranks. their duties are well rounded, allowing them to pitch in help when and wherever needed. (
mid-rank)THETA - the medics of the pack. they arenβt viewed as high-ranked positions but are still respected for the work they put towards keeping the pack healthy enough. they mainly tag along with the kappa or lamdba on scouts for herbs and flora to ensure the pack supply doesnβt dwell too much.
(mid-rank)at the beginning of the roleplay, you may choose whether or not your character(s) is/are already in the pack or is/are a loner that will join in the future. (limited to kappa and below ranks only) if you decide to do this with the only high rank in the category (kappa), then once joined, your character will be a lambda for a period of time before being allowed to be promoted.
both kappa and lambda do not follow the traditional roles, however, for the ease of the roleplay, these ranks have been rounded into a generalised subordinate rank.

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FOR THIS RP IT WILL TAKE PLACE IN AND AROUND SAN FRANCISCO. DISTANCES WON'T BE AS ACCURATE.GOLDEN GATE BRIDGE - with the first two major pylons (and the start of the bridge up until those two pylons) still standing, the rest is either in ruins or submerged in the strait due to the blast. the dogs have no way of being able to cross over onto either side, however, it does make for a rather wild view. the bridge, or whatβs left of it, is considered dangerous due to the sheer drop on either side, as well as out near the two pylons. with the fallout affecting the weather, it is not a good idea to be up there on your own or during extreme weather.
FORT POINT - a stone seacoast fortification located on the southern side, underneath and beside the golden gate bridge. with several passages of stairs leading up towards the top of the building, lays a fenced walkway encircling the building that can look down into the fort. the bottom floor is an open space with arched hallways that connect a ratway-like system which enables enough cover for the group to avoid most extreme weather.
MARSHALLβS BEACH - a small, remote shorefront with rugged terrain. most of the time, it is covered in sea mist which the group can only assume also has radiation. food sources here are somewhat limited, with most of the ocean life being depleted by the blast and washed up, only a small percentage has been able to live in highly contaminated waters.
CRISSY FIELD - what was once a recreational area on the northern shore, for humans, has now become a post-nuclear wasteland with little patches of flora and fauna still left. several open spaces with fallen down trees. further on there is a tidal marsh which is incredibly boggy and harder to tread through. a beachfront also runs along the side of the fields facing the strait.
FINE ART RUINS - northeast of crissy field in the marina district, known as the palace of fine arts before the blast, it was a monument that represented resilience and survival. now though it is in partial ruins, pillars of plaster, wood, and burlap remain to somewhat stand. there is a building in the middle with large open archways. surrounding it, is a large body of water, although contaminated it is the group's best chance of avoiding dehydration and ease of access. it is considered somewhat sacred in unholy times like these.
YACHT HARBOUR - further north of crissy fields is a partially enclosed marina basin with several ruined moorings and scattered supplies both inside and outside of collapsed yachts and other small vessels. surrounding behind is whatβs left of a woodland grove. a vast percentage of supplies were submerged or disintegrated from the blast, although it makes good grounds for shorter scout searches.
DOWNTOWN - nearer to the east and probably the furthest away from camp is the civic center district. a large downtown area filled with skyscraping buildings and historical architecture such as city hall with a wonderous design now in ruins, the museum, and its famous auditorium. downtown is considered the most dangerous due to both its distance away from the fort and other βsurvivorsβ lurking around although it does provide a lot of shelter for unstable weather and other circumstances.
more locations can be added and implemented into the roleplay if people would like a larger range. however, it would have to be discovered through further explorations (which would need to be discussed).

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FOR THIS RP THE GROUP WILL FACE A MULTIDE OF THREATS THAT RISK THEIR SURVIVAL.RADIATION SICKNESS - with the blast affecting other survivors and resources, it may be common for radiation sickness to affect the group. eating too much of something, or drinking close to the drop-site of the bomb may allow for a more poisonous illness to affect the dogs.
EXTREME WEATHER - in the first few months of fallout, the weather has been unpredictable and commonly extreme. with violent gusts of winds, torrential rains, and scorching temperatures, it will have an effect on the group's environment and general survival. the group must be able to find shelter in unstable times like these or they face the possibility of fatalities, sickness, or injuries.
(*)
TRAPPERS - animals that were severely injured and their wounds being exposed to the fallout in an extreme way. post-nuclear mutants. their bodies are beyond recognising, covered in burnt flesh, tumors across their legs, and the ability to slice open their head and neck in half, covered in sharp teeth on the inside, to create a larger mouth. average speed, but enhanced strength. it is thought the best way to take down a trapper is in a small group. their bite is often fatal.
(*)
CLICKERS - animals that were severely injured and their wounds were exposed to extreme levels of radiation. post-nuclear mutants, even deadlier than the trappers. their bodies are a little more recognisable, having slight burns and tumors across their head/neck making them blind, but have the ability of echolocation by using a clicking sound to work it's environment. fast speed, average strength. it is thought the best way to take down a trapper is in a large group or complete avoidance altogether. the scratch from their claws is often fatal.
OTHER SURVIVORS - other dogs looking for remnants of the life before the blast. some travel in groups, others in solitude. not every survivor is friendly, some are controlled by fear and greed, meaning the end of the world only made them more of a danger to everyone else.
(*) - this means the group have yet to discover this threat, and will only do so from deeper explorations. once they have discovered something new, an update will be thrown into this thread to alert everyone of the possibility of the new threat(s).