Leaving the Pack Concept by Xindaris The other day humans entered our forest. It was...unexpected. But they were not hostile, by most accounts; a lot of folks thought they should be allowed to stick around, visit and talk a little. Our alpha disagreed. Some of the older wolves shared his distrust, and because they were stronger and had more clout the humans were expelled with threat of death should any more of their kind come to close to the forest. It's not like there wasn't a precedent—it's been a good generation since we've had such a visit because the old policy was to kill any who intruded. But there were mixed reactions to the decision: The alpha is supposed to think in the pack's best interest, and some believe quite fervently he did. Others...a good majority...have no real opinion or disagreed privately. And then...there were the others. Five reckless youths led by a female, of all things, challenged the alpha's decision. None of them are old, strong, or foolish enough to challenge his position as the strongest, but they questioned his wisdom. I didn't get to hear the details, but evidently the discussion turned to an old wisdom that they couldn't run a pack on their own..which took a bit of a nasty turn. The leader, the female, insisted that they could, and the alpha called their bluff and... Well, I wouldn't have heard about it or been concerned, but the five of them have been sent out to the wide world they want to know about so badly....And as the Mystic's youngest son, I suppose I was expendable enough to be sent with them into the big wide world...to...keep an eye on them. So much for peaceful living. --- This is the story of a small group of young werewolves who leave their pack and their forest and venture into the wide world around it. Players may play those among the wolves leaving, or others who are met along the way. The world is one of fantasy, medieval or so technology level, with magic (of course) in varying forms and proficiencies among those who use it.