The Moladion Field Guide

Here is where you can find additional information pertaining to the wolves of Moladion such as their appearance, behaviors and 'quirks' such as imprinting. The information on this page is provided to help players within the context of the game, giving a helpful guide as to what can be considered 'usual' or 'average' for a Moladion wolf.


Moladion is the common name of a vast region. Generally speaking, it is the accepted term to describe the region between six established pack-territories and a northern tract of forest leading to the northern tundra, Lumira. Many newcomers enter Moladion from the north, passing through Lumira Tundra and Enocra Woodland before finding themselves in the central free-lands.

The packs operate almost like a compass: Taviora to the north-west, Spirane to the west, Iromar to the south-west, Glorall to the south-east, Diveen to the east and Asteraia to the north-east. Small tracts of unclaimed land exist between packs, such as a tract of rocky, marshy land leading south from the Grotto between Iromar and Glorall's borders, or a prairie-like tract passing between Asteraia and Diveen towards the shoreline.

Further lands exist north, south, east and west of Moladion, and players are welcome to explore these hypothetical realms through their characters' histories and adventures outside of Moladion. However, humans do not exist anywhere, and neither do domesticated species.


In Moladion, all wolves are members of "Canis Lupus." Species such as Australian Dingoes, Maned Wolves, domesticated dogs or 'hybrids' of other Canis species are permitted. In general, wolves don't have to fit into classifications such as 'Red Wolf' or 'Grey Wolf' but these can be helpful as a guide when considering markings, colours, proportions and general look.

Wolves in Moladion have never encountered humans - in fact, it's safe to say Moladion exists in a world where humans don't exist at all! However, players are still free to use human cultures as inspiration and idioms such as 'on the other hand.'

Size Dimensions

Moladion wolves come in a diverse range of sizes. They may be anywhere from 22 - 42 inches tall, and weigh anywhere from 32 - 210lbs. They also have a vast array of different 'body types' - some may be tall and thin with a 'long' look, and others may be short and stocky. Not all wolves need to fit into 'perfect' proportions! And not all wolves need to be large and heavy to be strong or small and light to be swift. Variety is part of the fun! Large ears, short tails, small paws - players are free to explore their characters' dimensions within reason (no ground-touching tails, for example!).

Staff and other players are more than happy to help if you are unsure as to what kind of height and weight would be suitable for a character. As a guide, an average wolf with 'typical' proportions may be 30 inches and 120lbs for a female and 36 inches and 150lbs for a male.

Fur and Eye Colorations

Colours naturally found in all wolf species are accepted with some 'exaggeration' permitted such as 'slate' greys, 'redder' russets, more 'golden' blondes and so on.

Markings can be complex or simple like a 'natural' wolf (grizzling, smooth gradients and so on). However, no 'perfect' shaped markings such as hearts, stars and so on will be accepted. Light brindling, dorsal 'stripes' and so on are accepted, but complicated 'tribal-like' markings and so on will not be. You can browse existing characters' pages (found linked on the Members page) or the Breeding board to get an idea of what kind of markings and colours are acceptable. Staff, of course, are also happy to help revise rejected designs or answer questions.

As for eye colours, all colours and variations are accepted! This includes completely black eyes, white eyes and 'pearlescent/sheen' eyes. However, eyes cannot change colours such as 'green to blue seasonally' and so on.

Aging in Moladion

Because of the game's nature, wolves 'age' differently in Moladion. They become sexually mature at three years old when they can breed, steal and so on but wolves cannot fight for a pack until they are four years old. Below is a guide to what to expect when playing a pup from birth to old age!

First Spring
Pups develop rather quickly after being born. They are born blind, deaf and with pugged noses. They gradually open their eyes and develop full hearing over several weeks; they learn to walk quickly but will not be 'graceful' for quite some time. They spend most of their first season in the den, feeding from their mother and learning how to communicate.

First Summer
Pups go through weaning and rely more on their teeth - expect a lot of chewing and exploring! Their paws and head are disproportionately large and despite their energy, they tend to be quite clumsy. They still need to be around their parents often as they cannot hunt themselves but may begin exploring more now. Their howls are short and high pitched but will grow stronger throughout the summer.

First Fall
Pups are completely weaned, able to howl, and much more co-ordinated in their movements. They can spend more time away from their parents and may begin eating alongside other pack members. Their paws and ears are still quite big but their adult 'builds' are becoming more obvious. They may begin experimenting with proper hunting techniques and sparring with one another.

First Winter
Pups begin learning to hunt alongside the pack and are expected to be more independent, returning to the den by themselves and sometimes even finding their own home. They can likely hunt small prey by themselves and are no longer entirely reliant on their family or pack for their care.

One Year Old
Pups are about 50% of their adult size, though some may take longer to 'fill out' or 'grow into' their adult looks. By now, most pups are rather independent and are capable of taking care of themselves as loners if they desire.

Two Years Old
Completely independent provided they know the right skills. They are roughly 70% of their full size and all pups will have 'grown into' themselves by now. They can now 'steal' wolves two years and younger and challenge for ranks other than alpha.

Three Years Old
Roughly 90% of their full size - the final growth spurt! Males and females can now breed, steal freely and so on. It will take them another year of growing before they are ready to fight for a pack though!

Four Years Old and Beyond
Wolves come into full maturity at four years old. They can fight for packs and enjoy all the benefits that adulthood brings.

Aging is different for every wolf, with some aging more gracefully than others. Some wolves may begin showing signs of aging in their early and mid-teens with white or grey fur around their muzzles and faces; some may experience joint pain, slowness and gradual weight loss or gain during their older years. Eyesight may begin to get worse and hearing, particularly high or low pitches, may become harder too. Some wolves may develop diseases and illnesses. However, wolves are more than able to live to twenty-five years old Moladion and some even make it in relatively good health!


Imprinting can be described as a meeting between two 'soulmates.' However, imprinting is not strictly romantic and some wolves do not experience imprinting the same way as others - it is as individual as the wolves themselves! However, regardless of the pair's exact relationship or experience, they will feel 'drawn' to or 'connected' to one another to some degree. It is the nature of these connections that can vary.

Imprinting is generally considered a 'life changing' event for many. It may inspire great changes within a wolf such as new emotions, new ambitions and so forth. It can be an incredibly positive experience, bringing lifelong companions or lifelong friends together. However, some 'darker' natured wolves have also been known to become obsessive or spiteful towards their connection to others. Imprinting can be said to ampify emotions but it cannot decide exactly which emotions are amplified.

Imprinting can take place any time and anywhere after a wolf turns two years old. Female puppies born to an imprinted couple may sometimes imprint earlier due to the special circumstances of their birth. Similarly, older wolves may imprint after years of having none, alongside outsiders with no connection to Moladion and those who have lost imprints in the past (though this must be consented to by the player of said wolf!).

When an imprinted couple accept their bond, they may find themselves 'in tune' with their counterpart. They may be able to locate their imprint easier - feeling 'drawn' to their location - feel their pain, sense their emotion and even catch 'glimpses' of their life in their dreams. It is for this reason that imprinted couples are often viewed as special and celebrated even if they are not mates - by accepting one another, they experience a closeness few others experience!

Understandly, losing an imprint can be a traumatic experience, especially for those that were very close. Those who lose an imprint through violence or death may feel physical pain alongside emotional distress and some may not recover at all; others may describe an imprint leaving Moladion as feeling a part of themselves 'fade away' or a piece of them 'breaking' suddenly. Some wolves may also never imprint again after losing their first and although others may, it's rare that they will ever completely forget their original imprint. Just like meeting their imprint can change a wolf, losing an imprint can do so too.