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PACK RANKINGS & DUTIES When Candenta was first founded by Alphess Iceis and Alphess Rose, the two started and later agreed on a set hierarchy of ranks for their packs (and any to follow in the future) to live by. Since then, the packs of Candenta follow the same general guidelines - although, of course, individual rule and expectations fluctuate per group. Below you can read about these ranks in full and understand their responsibilities. The packs are set into "tiers" - similar to a cake, if you will - with the "fourth tier" being the lowest and the "first tier" being the highest. This system makes it simpler to know a wolf's ranking without having to go into much detail.
» Tier One -Alphas are the leaders of the pack who live with but one intention: to ensure their family's prosperity and safety. They are expected to wield the most strength, to be the wisest where it's most needed, and most importantly, carry the heaviest and yet most fulfilling burden upon their shoulders. Alphas can be mated or no and can be any gender. While their ways of rule differ, all in this position need the respect of their pack members to move forward. Their duties range from accepting loners at the border to handling foreign matters; in other words, near everything. They have the ability to promote and demote, to welcome and exile, and have the absolute word above all else. Alphas use a monarchy system and the next Alpha is taken from the current sovereign's offspring. It is up to the reigning wolf on what child succeeds them and if no child is available to take their place, an Alpha may chose a relative or other pup to be the said heir. Alphas may not be 'dethroned' unless by an unanimous pack vote. There is a maximum of two Alphas per pack.
-Betas are the right paw to the Alphas and, though they do not carry as much power, are to be addressed with as much respect as their leaders. Betas are similar to Alphas and can be of any gender; meaning there can be two females, males or one of each. They are the first to take an Alpha's position if they are ever absent, for they know their pack's rules and morals - forwards and backwards - by heart. Their responsibilities are relatively versatile, as even a Beta may assign punishment, but they may not go so far as to banish or demote a wolf without permission as well as an impeccable reason to do so. To be a Beta, a wolf only needs to the approval of one Alpha (if their is another present) but is often suggested to get joint approval. If an Alpha is temporarily out of commission, a Beta may challenge to rule against the heir in the mean time; this usually only happens if the heir is too young. There is a maximum of two Betas per pack.
» Tier Two
-Elects are, more or less, the left paw to the Alphas, though they have a much more limited range of duties than both the Beta and Alpha. They are chosen from the most excelling among the Gammas, for this rank requires only one with both brawny strength and remarkable intelligence. They assist both Beta and Alpha with training inspired Apprentices and are almost always found by the regal pair's sides. On occasion, Elects are seen as the Gammas' representative in important discussions, although this is not always the case. It is most importantly the Elect's responsibility to accompany all pack hunts and to provide as much protection from outside forces as they can muster. There is a maximum of two Elects per pack.
-Ignatiums are, in short, keepers of fire for their respective pack. The hierarchy of an Ignatium is trickier than other ranks by far. There are a total of three Ignatiums, with one chosen as the lead Ignatium amongst them. There are no Apprentices other than one, who is expected to replace one of the other two when they succeed the head. Their intensive training teaches how to control fire and make use of its heat and power. One aspect of their training is how to shape scraps of metal into designs to suit basic needs but it is difficult to muster the heat needed for such manipulation. The most vital of those uses is a suit of armor designed to allow them to deal with embers or urning logs without injuring themselves in order to provide fire for their pack. To be an Ignatium, a wolf needs the necessary tools which can only be inherited from a predecessor. This means while a wolf may have the knowledge later on, it is useless without the correct equipment. This is a rare and noble rank to earn. There is a maximum of three (plus an apprentice) Ignatiums per pack.
-Sanatores are healers of sorts, possessing a very rare and unique talent to mend all that may ail. They are vital to pack survival and are not permitted to waste their talents on vagabonds when they could instead be using that same energy for loyal and devoted pack members. Not only must they keep track of their herb stockage - which is quite tiresome - and provide life-saving remedies to their fellow pack members, but they also must keep Death off their doorstep by having the ability to protect any injured wolf that may have taken shelter within their den for treatment. Sanatores are spiritual in nature, but only few are in direct contact with the 'Other Forest', the otherworldly realm where passed spirits and ancestors reside. Those who are connected report their dreams and findings, believed to be sent from said ancestors, to provide guidance to the Alphas. Sanatores may never be all one gender as a patient has the right to request the same-gender to make them more comfortable. There is a maximum of four Sanatores per pack.
» Tier Three
-Guardians are the 'guards' to the pack, those with both incredible speed and a sharp tongue. They run the length of their forest's border with simply one mission in mind: to accept those worthy and to chase off those who are not. Guardians make the decision based on their pack's values and laws, something they are required to know by heart. Though they are not necessarily a high rank, their unusually slippery wit and clever antics are more useful than not and are certainly noticed, for anything and everything they uncover on their rounds must be reported the the Alpha him/herself. Guardians, like Elects, are chosen from Gammas, and have only a small share more power than Gammas. Sometimes because of their special wit and speciality, Guardians may find comfort more with each other and become astray from other ranks,only ever bothering to listen to their superiors. There is a maximum of five Guardians per pack.
-Gammas make up the bulk force of the pack, and though they are the 'base' rank, their presence is most certainly imperative to the forest. They are the errand-runners, the warriors, and the most influential protectors, for there is always strength in numbers. Most newcomers will start off as Gammas, and there many will stay, as it is not an easy feat to climb quickly up the ranks. Because they are the base rank, Gammas often seek some form of individuality and may hope to earn skill badges.There is an unlimited number of Gammas per pack.
-Caregivers are the 'babysitters' of the pack, providing both nurture and shelter to newborns and pregnant mothers. Though they are considered a lower rank, they are just as important as the rest, as they must have the ability to protect both pups and mothers while they are in their care. If a mother ever passes away within a pack, a Caregiver is also required to take care of her pup(s) until they are old enough for apprenticeship. There is a maximum of four Caregivers per pack.
» Tier Four
-Apprentice are in no way unworthy, but are either too young to take on the duties of a higher ranking position or are simply too inexperienced for much else. They are to be trained by both the Elects and Betas until they have reached adult age or can show the experience necessary for a higher rank. There is an unlimited number of Apprentices per pack.
-Omegas are the lowest possible rank in the pack and are that way for a reason, for their actions and their actions alone are the reason for such a demotion. Wolves who are either far too submissive to take on any other rank or have committed an unspeakable crime deemed unacceptable by an Alpha are to be Omegas, and yet despite this are not entirely useless. Yes, they are the last to eat, but when tension arises within their family their responsibility is to break it by initiating play, and despite some bruises and cuts, it's a great way to relieve stress. There is an unlimited number of Omegas per pack.
-Vagabonds are the loners of Candenta. Until a wolf has been accepted into a pack they roam the neutral lands as Vagabonds, or 'loners'. They have little to no privileges and are owed absolutely no respect from pack members until their skills are deemed worthy of pack life by, firstly, a Guardian, and secondly, the Alpha/Alphess. If caught hunting or trespassing on marked territory, death is imminent, or at least possible, so watch your tails, little loners.
-Exile are those who have committed crimes so horrid and disturbing that an Alpha/Alphess not only removes them from their rank within their pack but banishes them completely from the lands. These unfortunate but twisted wolves are sure to stay away from a pack's border, for if they are seen astray it is punishable by death. They tend to reside where a forever shadow looms, living - though hardly surviving - without hierarchy nor order.
-Rogue are wolves whom were either stupid or unlucky enough to get within reach of a disease's grasp, both 'ex-pack members' and Vagabonds alike. They roam the lands mindlessly - some gone rabid, some having contracted an unknown mental illness - as if zombies risen from the dead. They mingle with the Exiles in their barren lands, as they share the same penalty for crossing their boundaries, but have been known to venture too close to pack territories for comfort.
Established in a region of conifer evergreen, Aeterna inhabits a somewhat more coarser terrain than its neighbors. Aeterna is a land of infinite pine, a place so consistent and indistinguishable many a wolves have gotten lost in her depths. Lazy characters are not tolerated here and to thin out those looking for handouts, Aeterna has constructed the ultimate trial; the venture through the infamous Sine Fine. The highest mountain range in Candenta, it barricades what other societies might remain behind its earthly walls. Though not all wolves enter from the west and have the chance to face it, those unable to boast about traveling over the mountain peaks may find reluctance to be accepted into society.
An important factor to know is that Aeterna doesn't permit rule breakers. One is expected to uphold the laws just as everyone else and those whom feel exempt from that rule won't last too long. While in the presence of others, all members are expected to have both a respectful public image and to act in a way which could possibly bring harm back onto the pack. Against the scrutinizing impression of those immune to their private lives, those in Aeterna are not a horrendous bunch. Behind closed doors, this group is full of joy and merriment. Regularly, the Alphas hold entertaining events meant only to be shared in confidence. Aeterna likes to argue that they possess the most meritorious, faithful wolves in all of Candenta and they'll probably run out of breath doing so. Alphess Iceis seeks those few whose soul endows both the ability to uphold her rules and to give undying loyalty to one another; even when the world clings on their heels, foretelling their indubitable defeat.
Governed by the fearsome Iceis Robur Aeterna -- and recently, Mikhail Verde Robur, who earned his rank as Alpha through combat -- those beneath her iron paw are seen as the more rugged of individuals. The truth of the matter is an unique balance of morals set by the adult she-wolf. All are free to approach Sine Fine's territorial verge but those whom are allowed passage in Candenta must withstand mental examinations. To each his own however, the individual must have learned from their trials instead of bringing woe and devastation with them. The Alphess has numerous restrictions on texts from the Ones Before - one of her most dire laws to be upheld. Due to her own previous experiences, only those with a great necessity will be permitted into the Alphess's sacred library at their leisure.
Diverse. Dauntless. Resolute.
Nestled deep in a basin of green riches rests the land of the Aiseiri pack, an arguably idyllic kingdom that one created in the many names of civility, equality, and individualized greatness. Its laws are lenient, its teachings grand, and its wolves, sister and brother alike, are kind beyond many a foe's grasp. As gentle of souls they are, their borders - a flat expanse of gurgling hot-springs and easy travels - welcome also those with pasts dark or otherwise impure, as second chances are, more often than not, plentifully ruled, however; though from their tongues a word rings sweet, they are no merciful beings to those of wickedness, just as they are not foolish as certain as they are amicable. They act with force only when truly necessary, as their fondness does not lie with murder, but are forever protectors of those incapable of ensuring their own safety.
Aiseiri territory is of a lush abundance of beauty, as with the heated middle months brings a chorus of glorious emerald song. Hidden well in troves of ancient trees and draped in strands of moss, its border sparkles with the dew of a summer's morning and glistens come the ice of a winter's, and though seasons come and go as any a grove in Candenta, the sun that perches atop Aiseiri trees is especially harsh through the days it peaks. As with their sister, Aeterna, the lands consist of both treacherous falls and sights worth seeing, though in the rolling dip that Aiseiri wolves call home, there is little to be feared - supposedly.
After the disappearance of their Alphess, this pack is now led by both Beta Cadvan and Beta Sorrel. Sorrel found it difficult to manage on his own and brought in his dear friend, Cadvan, to sit by his side and thus far, the two wolves have kept the pack up on its own two feet. Though these leaders give loners their due respect, they recognize family's importance above all else and so, they often don't entertain jokers of impudent characters. Aiseiri's punishments for impudence or simple informality may not be as severe as the next - harm brought to their people, however, may not be forgiven so easily. The knowledge passed from the fallen Ones Before are treasured not only by their leaders but by all who share in their ample lands, not as a law which is enforced but as an optional picking of which is encouraged to be indulged in.
Ingenuity. Integrity. Noble.
Those listed here hold no alliance and are not to be treated with any respect nor given any level of assistance. Whether they live simple lives alone or wish to encourage trouble in their wake, Vagabonds are ultimately unpredictable and best avoided. Only wolves who have been vagabonds for four weeks are listed here.