The Stonewarg
City of Wargrun
01
The Timeline of Wargrun and Its People
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02
Stonewarg: Children of Fenrir
Barbarians. Savages. Beasts. The Stonewarg are whispered across Hvalla to be creatures of blood, violence, and low intelligence. Stonewarg Clans are inherently brutal in nature, and their way of life is brazenly violent. Power, fate, and a resolute veneration of their ancestors serve as the pillars that fuel their cause. There are few things the champions of Jotunheim fear, and they readily embrace death in all walks of life. Instilled in them from birth, all Wargrunners believe that the day of their death is predetermined. Assassins and dishonorable tactics in warfare are looked down upon; however, victory—no matter the cost—is valued above all else. If those who would be conquered do not submit, then they must face the wrath of stone.
Stonewarg follow nine virtues that serve as the foundation of Stonewarg society and guide their laws. These virtues are:
Courage, truth, honor, fidelity, discipline, hospitality, self-reliance, industriousness, and perseverance.
The Stonewarg, for all they may be depicted as brutes, have an inherent focus on equality between the sexes, as well as communal survival and the importance of family. Pups are nursed and raised communally, and any adult may punish any misbehavior regardless of relation.
Values: Strength, Justice, Fortitude, Dominance, Authority, Ambition
Symbol and Banner: Dragon Ouroboros
Clan Bonds: Darykmor, Wildflame
Joining Status: Closed
Jarl
Ragnveig (F, Alive, NPC)
Clan Wildflame
Thane
Kolskeggr (M, Alive, NPC)
Values: Enlightenment, Truth, Divination, Tradition
Symbol and Banner: Burning Sword
Clan Bonds: Ulfang, Darykmor
Joining Status: Closed
Values: Wealth, Creativity, Beauty, Generosity
Symbol and Banner: Triskele “Horn of Odin”
Clan Bonds: Neutral
Joining Status: Closed
Jarl
Lilether (F, Missing, NPC)
Clan Silvermane
Thane
Joronnu (M, Missing, NPC)
Values: Wealth, Power, Cunning, Subterfuge
Symbol and Banner: Smeared paw-print
Clan Bonds: Neutral
Joining Status: Open
Values: Ingenuity, Loyalty, Resilience, Craftsmanship
Symbol and Banner: Crossed Hammers
Clan Bonds: Brightstone
Joining Status: Closed
Jarl
Berg (M, Alive, NPC)
Clan Brightstone
Thane
Harmond (M, Alive, NPC)
Values: Hard Work, Honesty, Fortitude, Fealty
Symbol and Banner: Sickle against the moon
Clan Bonds: Fellhammer
Joining Status: Closed
Dangers
Though there are many great beasts that roam Jotunheim, it is the Stonewarg themselves that prove to be the most credible threat. The absence of a single leader has given rise to frequent power struggles and internal discord among the clans, leading to an enduring state of instability. This instability within, and between the nine clans has inadvertently protected the neighboring races from the Stonewarg expanding their hold on territories beyond Jotunheim..
Faith
Stonewarg worship Fenrir and Jord but recognize that they are children of Fenrir, raising him above his counterpart, his essence embodying the quintessential traits of strength and unwavering fortitude that permeate every facet of Stonewarg culture. Fenrir symbolizes the relentless spirit that drives the Stonewarg forward, an embodiment of their fierce and unyielding resolve.
In addition to the worship of Fenrir, Stonewarg practice both ancestor worship and wight faith. The ancestors are viewed as living icons, revered and emulated, offering aspirational role models for the living. Many Stonewarg hold a profound belief that a warg's spirit may be reborn, reincarnated into the body of one of their descendants, particularly if they bear the name of their honored ancestor. This profound connection to their forebears weaves a rich tapestry of legacy and continuity throughout Stonewarg society. In their veneration of the land and its spirits, the Stonewarg practice wight faith. Female Stonewarg take on the role of caretakers of this sacred bond, offering sacrifices of food and drink at the very places where the wights have rested. This act of devotion seeks to appease the spirits and earn their favor. The wights, as guardians and spirits of the land, possess the power to bless or curse those who inhabit or traverse their domains. They are fierce protectors of their native lands, rarely tolerant of any form of disrespect or dishonor, embodying a passionate disposition that echoes the very heartbeat of Stonewarg culture.
Valhalla
Valhalla, a sacred hall nestled within the Helgafjell or Holy Mountain, is said to house the spirits of the Stonewarg's most distinguished warriors. Stories passed down from ancient times tell of a heroic warg named Vigrid who died in service of High King Valbrand. He was thought to be the first Stonewarg to pass through the gates of Valhalla, where he found himself seated before a great feast in the company of Fenrir. The oldest Skaldsongs say that the entrance to Valhalla could be found in the north.
Hel
Hel is believed to receive the souls of the dishonorable and those who have passed outside of battle from illness or other ailments. It is a quiet place of rest for spirits who have lived a tumultuous life, and it is where oath breakers and murderers are punished. Deep in the spoken lore of the Stonewarg’s stories lies a tale that suggests that the entrance to Hel is in the south.
Death
A warrior culture, Stonewarg and their way of life is centralized on the concept of fate and ancestor worship. Pups are said to be visited by Nornir spirits, female beings believed to create and control fate, who determine the lifespan one will live. All citizens of Jotunheim believe that every individual has a predetermined day in which they die and no warg, no matter how powerful or wise, can escape the time of their own death.
A warg's valor at the moment of their death serves as the ultimate measure of their honor and character, shaping their destiny in the afterlife. The courageous, who met their end on the battlefield, ascend to Valhalla—a sacred hall of warmth and companionship, nestled within the Helgafjell, or Holy Mountain. Here, they gain the privilege of participating in Vindrjakt, the 'Eternal Hunt.' Conversely, those whose lives end due to illness or other ailments are granted passage to Hel, a tranquil realm. Hel welcomes spirits who have weathered tumultuous lives, providing a haven for those whose deeds were less glorious, and where the souls of oath-breakers and murderers face retribution.
Upon the passing of a Stonewarg, the males of the community stand in solemn vigil, while the females undertake a sacred ritual known as the "Kulning." This haunting hymn, sung exclusively by the females, has traversed the annals of time, carrying the weight of ancient traditions. The Kulning sets itself apart with its higher-pitched notes, distinct from the customary warg howls. As its eerie melody reverberates through the mountains, it is deeply believed to serve as a beckoning call, summoning the ancestral spirits from the Helgafjell, the ethereal realm in the Otherworld, to shepherd the newly departed soul on its journey.
After the Kulning is performed, runestones that narrate the life story and remarkable feats of the slain are carved by those closest to the deceased to honor their life. While the Kulning weaves an ethereal connection between the departed and their ancestral spirits, the runestones serve as a bridge to the living, ensuring that the memory of the fallen remains vivid and tangible. These carved stones are far more than mere symbols or memorials; they bear witness to the individual's indelible mark upon the world. Their inscriptions are not standardized; rather, they are imbued with the distinct essence of each Stonewarg's unique story.
Though commonalities exist across Jotunheim, individual clans maintain distinct death rites, which are intimate and sacred ceremonies reflecting their specific traditions, values, and spiritual convictions. These practices serve as a fundamental method for the clan to honor their fallen comrades and pay tribute to their unique cultural heritage.
Vindrjakt: The Eternal Hunt
Vindrjakt, or the "Eternal Hunt '' refers to the afterlife destiny of those honorable wargs who have fallen in battle, valiantly giving their lives in service to their people. In this celestial realm, these heroic spirits are believed to continue their existence by participating in a never-ending banquet alongside Fenrir, sharing stories of their heroic deeds and reliving the battles they fought and thrived on during their mortal lives. This hunt is not only a testament to their unyielding spirit and warrior ethos but also a source of eternal glory, camaraderie, and fulfillment. It is a place where the fallen heroes can continue to prove their valor, honor, and unwavering dedication to their people, ensuring that their afterlife is as glorious and purposeful as their mortal existence.
Legend has it that when the boundless feast of the Vindrjakt finally draws to a close, it acts as a fateful harbinger, heralding the dawn of Ragnarök, the mythical twilight of creation. Within the prophecies that have echoed through the ages, it is foreseen that the valiant spirits dwelling within the sacred realm of Valhalla shall be beckoned forth by Fenrir. This summons heralds their momentous role in a final, apocalyptic clash, where they shall unite their indomitable strength to protect their people and preserve their realm from the encroaching maelstrom of chaos that threatens to engulf all.
Rebirth
Among the Stonewarg, the concept of ancestral spirits transcending death and finding rebirth within their descendants holds profound significance. It is an enduring belief that the spirits of esteemed warriors, revered leaders, and those who have made substantial contributions during their earthly existence can embark on a profound journey of reincarnation, finding their way back into the realm of the living through a chosen descendant if their name is passed down, forging a sacred connection that unites the past and the present. This reincarnation, however, is not a privilege open to all; it is reserved for those within an unbroken line of direct family heritage, often flowing from grandparent or parent to child. When a Stonewarg family boasts a distinguished warrior or a celebrated figure within their ancestry, it is customary for them to bestow the name of this esteemed forebear upon their child, irrespective of the child's sex. The name, shared across generations, serves as a vessel through which the spirit of the namesake may be summoned, returning to provide guidance, protection, and inspiration to the emerging generation of their clan.
It is widely believed that when a spirit returns to the mortal realm, it experiences a profound reconnection with figures from their previous lives, cultivating bonds that transcend the boundaries of mortality. As the reborn spirits awaken to their ancestral legacy, they often undergo a sense of deja vu, recalling not only the name they bear but also the experiences, skills, and wisdom of their predecessor. It's as though the stories of their forebears are etched into their very essence, and they carry within them an intrinsic understanding of their ancestor's triumphs, hardships, and the unique path they once tread. They often seek to delve deeper into the stories of their predecessors, forging a close bond with their living family members who, in turn, feel an inherent connection to the spirit residing within their kin.
These chosen descendants are held in the highest regard, recognized as potential vessels of their ancestor's hallowed legacy. They embark on a path that often involves rigorous training and mentorship, preparing them to carry forward the honorable mantle of their forebear. This tradition serves to preserve the memory of these extraordinary individuals, forming a cornerstone of the Stonewarg's collective identity, reinforcing their sense of heritage, continuity, and a shared destiny.
Language
Fjelltunge is the native language of the Stonewarg. It is rough and guttural, and every word in a foreign ear sounds as if it has been chewed up and spat out. Few Stonewarg speak the common tongue, and even fewer are the individuals who speak it proficiently. Prior to the Cataclysm, when trade routes were open, foreign merchants would often take advantage of the Stonewarg’s minimal knowledge of common and add a further levy to their transactions, something that came to be known as the “Stone Tax.” For these reasons, most diplomatic attempts initiated by foreign settlements proved to be unsuccessful.
The written Fjell Futhark is basic and uncomplicated, having only a very crude alphabet and a series of pictographs. To the benefit of the Stonewarg, these pictographs were often mistaken for mere scratches in the environment by other nations. Although taught from a young age how to speak, most Stonewarg are not taught how to read anything more complicated than the signposts encountered on the road.
Justice System
A society of citizen soldiers, the enforcement of laws and verdicts falls upon the individual involved in the dispute. A Stonewarg’s honor and personal reputation are paramount, and they will go to extraordinary lengths in order to protect their standing. In the public eye, individual clan members are expected to uphold the values and laws of their clan, as their actions are viewed as a reflection of their Jarl's honor, reputation, and power. Honor is redressed by violence, and all wrongs must be compensated. If the dispute is of minor consequence, it can be resolved through monetary reparation; for more significant transgressions, indentured servitude or the shedding of blood becomes the path to resolution.
Einvigi: Single Combat
Any warg can declare Einvigi, an unregulated brawl legally recognized to settle disputes. When Stonewarg duel, it is without weapons—a test of pure strength and stamina, warg against warg. Combatants may fight anywhere, but most choose to fight on sanctioned battlegrounds such as the Pits or the Crucible in Wargrun as a public display of their prowess. In the Pits, duels are fought until an opponent can no longer rise. In the Crucible, duels are to the death. Crowds eagerly gather whenever Einvigi is to take place, often cheering with vicious enthusiasm. It is not uncommon to find wargs amongst the crowd taking bets on who will win and who will lose. The families of the wargs who are injured or die as a result of Einvigi receive a weregild from the city treasury as compensatory damages.
Punishment
In Stonewarg culture, punishment must be proportional to the crime committed. The spectrum of discipline ranges from arduous labor in the mines, serving night watch, or offering recompense in the form of coins and goods. However, for more serious offenses, the consequences can be severe, including the punishment of mane-shaving, thralldom, or even death.
For the gravest crimes such as murder or kidnapping, the culprits are declared outlaws. This designation marks them as the lowest of the low, stripping them of their honor and everything that makes them Stone. Outlaws are cast outside the boundaries of the laws that once protected them; their possessions are seized, and they become lawful targets for anyone to kill without legal consequence. The duration of outlaw status depends on the severity of the crime, with lesser offenses leading to a three-year banishment, while the most heinous criminals forfeit their right to live as full members of society for the rest of their lives. It is nothing less than a social death, and to lose one’s honor is the greatest offense.
Mane Shaving
The act of shaving one's mane is a deeply symbolic and humiliating form of punishment that serves as a potent reminder of the consequences of one's actions and the importance of upholding the principles that bind the Stonewarg together. The mane is not just a physical attribute but a representation of honor, identity, and pride. For a warg, their mane is more than just a part of their coat; it's a visible reflection of their place in society and their individuality. Having one's mane shaved by another race is a source of profound shame, often leading to a lasting stigma that affects the individual's social standing and self-worth.
When a warg is sentenced to have their mane shaved, it is a public declaration of their wrongdoing and a severe mark of disgrace. The act is not only physically degrading but also emotionally and socially devastating. The warg is subjected to a ritualistic shearing, often performed by those they've wronged and other members of the community, turning it into a collective act of retribution. This process strips them of their distinctive fur mantle, leaving them exposed and vulnerable, both in a literal and metaphorical sense. The symbolism of the shaved mane extends beyond immediate humiliation; it signifies that the individual has lost their place within the community and forfeited their honor.
Debts
Debts are viewed as obligations that must be honored and are settled in one of two ways: restitution via coin or goods, or thralldom. When a warg incurs a debt, they must negotiate with their creditor to determine the value of the owed sum. This negotiation often takes place in the presence of a clan leader or an impartial party, ensuring fairness and transparency. Once the value is agreed upon, the warg in debt is expected to repay the owed amount, either in coin or through the transfer of goods or land of equivalent worth.
If a warg is unable to satisfy their debt through monetary means, or if both the creditor and debtor mutually consent to this arrangement, thralldom becomes an option. In this scenario, the indebted warg willingly enters into indentured servitude with their creditor for a predetermined period. The length of this servitude is agreed upon during negotiations and can range from a few weeks to several seasons. During this time, the debtor becomes the property of the creditor, working to fulfill their obligation. This path is arduous and often fraught with hardship, but it is considered an honorable way to fulfill one's obligations and maintain their honor.
Politics
Throughout the storied history of Wargrun, the governance of the land has been shaped by the rule of nine clans, united under the leadership of a High King. This centralized authority endured for generations under the rule of Clan Ormgard and High King Valbrand. However, the landscape shifted dramatically following the assassination of Valbrand and the subsequent decline of Clan Ormgard in 502 A. This pivotal moment led to a power vacuum, and no warg has since managed to establish undisputed authority over Jotunheim.
The reins of power have notably shifted towards the Jarls, influential leaders who command their clans with a considerable degree of independence. These Jarls are engaged in perpetual rivalry, ceaselessly vying for dominance within the intricate web of clan politics. For most clans, the accumulation of wealth is intrinsically linked to the crucible of battle. Victories on the battlefield not only secure territorial gains but also elevate the standing of the clan, bestowing upon them greater honor and a trove of treasures to reward their loyal warriors. This atmosphere of intense rivalry has cultivated a culture that venerates extraordinary martial prowess and unyielding resolve. The pursuit of authority is inherently bound to the art of war, and in the wake of Valbrand's reign, the future of Jotunheim's leadership remains veiled in uncertainty. The Jarls persevere in their tireless pursuit of supremacy, emblematic of a realm where control and distinction are achieved through the unrelenting crucible of battle and the shedding of blood.
Economy
The foundation of Wargrun rests upon three key industries: brewing, mining, and warfare. The culture of the Stonewarg revolves around these fundamental pillars, with the valor of their warriors, the prosperity of their mines, and the renown of their distilleries contributing significantly to the city's wealth and economic stability. These cornerstones, in turn, have been complemented by farming and trade. While not indispensable to the Stonewarg's sense of self-worth, these auxiliary activities serve to augment the city's revenue. Before the rebellion, the city also upheld a thriving runeforging tradition and produced highly sought-after rimesteel armor. Regrettably, these trades experienced a sharp decline after the assassination of Clan Fellhammer's Jarl and had completely vanished by the time of the Cataclysm.
Drikke
Drikke, the renowned brew of Wargrun, stands as a symbol of Stonewarg culture and communal spirit. This powerful beverage is celebrated far and wide for its exceptional strength and robust flavors. Crafted with a secret recipe that has been passed down through generations, Drikke is a brew of astonishing potency. Even seasoned drinkers find themselves challenged by its formidable kick. Just a half pint of this beverage is often enough to render the uninitiated light-headed, and some even claim that it can knock a lightweight out cold with just one sip.
The brewing of Drikke is a closely guarded tradition, with only a select few master brewers possessing the knowledge and skill required to produce it. The process involves an intricate blend of select grains, unique yeast strains, and an infusion of magic that adds to its distinct flavor. The final result is a dark, rich brew with a complex and smoky flavor profile, renowned for its boldness and its ability to warm the soul on even the coldest of days.
Beyond its reputation as a strong and flavorful brew, Drikke holds a special place in the hearts of the Stonewarg. It is a symbol of community and camaraderie, especially in a region defined by clan rivalries. Festivals and gatherings are incomplete without the raising of tankards, a unifying tradition that brings the clans together, strengthens bonds of kinship, and honors the legacy of their ancestors. Drikke's high alcohol content, combined with its robust and hearty flavors, has made it a favorite among the Stonewarg and a notable draw for travelers who seek to challenge themselves with the city's legendary brew.
Rimesteel Armor
Rimesteel armor, formerly a source of great pride and innovation in Wargrun, symbolized the pinnacle of Stonewarg craftsmanship in the realm of defensive armaments. It was the preferred choice for Stonewarg warriors, be it in the defense of their lands against marauding threats or in offensives against rival clans. The armor earned its renown due to its exceptional durability, resistance to extreme cold, and the powerful runes that embellished its surface.
Forged from a rare and naturally occurring ore known as "frostiron," the creation of rimesteel armor represented a meticulous and labor-intensive process that set it apart from conventional steel. Frostiron ore was an exceedingly scarce resource, found only in veins hidden within the treacherous peaks of the Drekar Mountains. Its rarity was only surpassed by its intrinsic properties, which made items crafted from it legendary for their ability to withstand even the most extreme conditions within Hvalla's diverse landscape. The molecular structure of frostiron, honed over eons in the harsh mountain terrain, was exceptionally robust. Its crystal alignment was more orderly and uniform compared to regular iron, ensuring greater structural integrity. Additionally, frostiron often contained natural alloys and trace elements that enhanced its durability and resistance to corrosion. Unlike regular steel, whose internal structure can change, causing it to become less flexible and more prone to cracking or shattering under stress in subzero temperatures, frostiron exhibited a unique ability to maintain its sturdiness and fortitude.
This natural resistance to the elements made frostiron the perfect material for forging armor and weaponry in a land where the biting cold of the mountains could be merciless. Stonewarg blacksmiths, skilled in the art of runeforging, recognized the ore's potential and held it in the highest esteem as the lifeblood of their craft. The painstaking process of refining and tempering frostiron into rimesteel resembled a sacred ritual, ensuring that the material's exceptional properties were retained. Runes, carefully selected for their protective qualities, were inscribed onto each piece of armor which was custom-fitted to its wearer, ensuring both comfort and protection. Its final appearance was striking, a gleaming obsidian surface with an alluring bluish-silver undertone that set it apart from armor fashioned from more common materials. Tragically, the production of rimesteel armor dwindled and ultimately ceased after the assassination of Clan Fellhammer's Jarl during the summit of 840 A. With the loss of this cherished tradition, the surviving sets of rimesteel armor have become rare and highly coveted relics.
Foreign Relations
Interracial relationships have always been fraught with tension. Stonewarg warbands were once widely feared beyond the stretches of Jotunheim due to the unpredictability of their actions. A significant factor contributing to this tension was the Stonewarg's limited ability to communicate effectively with other races. Their unfamiliarity with the common language led to fraught interactions, making every exchange a precarious endeavor. A single misspoken word or an unintentional misstep had the potential to be misinterpreted as an insult, often prompting swift retaliation from the Stonewarg, who had a reputation for being quick to respond to perceived affronts. This linguistic barrier and cultural divide only added to the complexity of interracial relations in Jotunheim.
Warbands adhered to a strict code of honor when dealing with foreign settlements. These settlements were presented with an offer, which could involve either protection in exchange for compensation or the relinquishment of goods. If the offer was accepted, the warband would move on peacefully, dispelling the popular belief that villages were razed and pillaged without warning or provocation. Settlements that cooperated were spared violent repercussions and were often revisited annually for further exchanges. Although not a common occurrence, Stonewarg warbands would take up arms to aid these cooperative settlements against threats, ranging from monsters to brigands, with the intention of protecting their future right to additional goods.
For most of Hvalla's races, forming alliances with the Stonewarg was generally considered a last resort. The Stonewarg were notoriously critical of any engagement attempts, and building relationships and agreements with them proved to be a long and arduous process. Emissaries were required to fully immerse themselves in Stonewarg culture to test their mettle as representatives of their cities. A city that sent its weaker members as emissaries was not considered worthy of committing resources to. In contrast, Stonewarg emissaries typically received no formal diplomatic training; they were renowned warriors who had seen countless battles. Many of these individuals were quick to anger if they felt they were not being accorded the respect they believed they deserved.
The challenges of forging alliances with the Stonewarg were underscored by the widely known tradition of showcasing their military prowess at every possible occasion. Stonewarg cities would muster their entire armies for display, sending a clear message that they were capable of crushing anyone who stood in their way. This practice was also notably evident during the visitation of foreign emissaries. These emissaries were often exposed to the overwhelming might of the Stonewarg to emphasize the significance of forming alliances and engaging in negotiations. The impressive display of their military strength served as a reminder that cooperation with the Stonewarg could lead to a formidable advantage or, conversely, the dire consequences of conflict.
Military
As a society of citizen soldiers, all Stonewarg have basic combat skills. Adaptability in challenging conditions, a tolerance for pain, and a formidable external appearance matched by internal prowess are culturally prized attributes that are refined and perfected through strict training and brutal sports that mimic the conditions of war. Each clan is capable of assembling into an armed force if necessary, but it is Clans Ulfang, Darykmor, and Wildflame who have historically served under the High King as the dedicated military force of Jotunheim. Tasked with responding to threats both within and beyond their borders and dedicating their lives to the art of war, they are widely respected for their grit, fortitude, stamina, and ability to hold the line under pressure.
Tactics
The Stonewarg have mastered the art of thriving in diverse landscapes and climates, showcasing remarkable adaptability to an array of terrains and weather conditions. This adaptability is accompanied by a distinct and pragmatic approach to their equipment. Rather than burdening themselves with an excess of gear, they carefully select only the most essential items for survival. This minimalist approach extends to their clothing, weaponry, and supplies. Whether traversing the rugged expanses of Jotunheim or venturing onto foreign soil, the Stonewarg's ability to operate efficiently in such challenging environments is a distinguishing trait that sets them apart from other races. Their capacity to endure and thrive where others might falter showcases the resilience and resourcefulness ingrained in them as youths. This adaptability allows the Stonewarg to navigate through the harshest conditions with an unwavering determination and confidence, making them a formidable presence wherever they tread.
Before battle, Stonewarg warriors engage in a series of ancient rites, steeped in tradition and deep reverence. These rituals prepare them for the trials ahead and seek the favor of their ancestral spirits. It commences with the application of clan-specific warpaint, each warrior carefully adorning their fur with unique patterns representing their clan, lineage, and personal history. The rites culminate in sacrifices to Fenrir, securing his favor and protection, symbolizing unwavering resolve and readiness to pay any price for victory. It is during these rites that the Stonewarg seek to terrorize the enemy through their formidable presence, creating an aura of fear and anticipation with a war chant. This war chant known as "Grimrúnar," reverberates through the air as they prepare for battle, a chilling crescendo of war drums and voices that reflects the warriors' fierce determination. It culminates in the blowing of the Jarnskaldrum, a deep, rumbling call that resounds across the land, announcing the impending invasion force. Grimrúnar and the thunderous resonance of the Jarnskaldrum serve as a terrifying display of the Stonewarg's unity and strength, allowing them to strike fear into the hearts of their adversaries, securing a psychological advantage even before the first blow is exchanged.
In battle, Stonewarg warriors adhere to a simple yet resolute principle: they confront the enemy head-on, with victory as the only acceptable outcome. This unwavering resolve fuels their combat ethos. During direct assaults, Stonewarg commonly employ the shield wall, a central and formidable battle formation where each warrior interlocks their shields with those of their comrades, creating an almost impenetrable barrier that moves as a unified entity on the battlefield.
The shield wall serves multiple crucial purposes in Stonewarg warfare. Primarily, it acts as a formidable defense against enemy assaults. As the Stonewarg advance, the tightly-knit wall of shields absorbs and deflects incoming projectiles, including arrows and spears. This not only shields the warriors behind the formation but also allows them to confidently advance towards their foes. The maintenance of the shield wall demands strict discipline, ensuring an unbroken line of shields that safeguards not only against frontal attacks but also shields the flanks, preventing the enemy from exploiting weaknesses in the formation.
Offensively, the shield wall transforms into a powerful tool for the Stonewarg. As they move forward, this unwavering formation exerts considerable pressure on the enemy lines. By pushing forward, the Stonewarg can compel their adversaries to yield ground or disrupt their formation. One offensive maneuver within the shield wall is the Skjaldbrak. In this tactic, Stonewarg warriors brace themselves behind their shields and execute a coordinated, forceful push against the enemy lines. This sudden and aggressive advance can catch opponents off guard and create chaos among their ranks. It enables the Stonewarg to exploit any openings or weaknesses in the enemy's defense while maintaining the protective strength of their shield wall.
Warbands
Warbands are a party of Stonewarg who raid together. Historically, warbands were frequently composed of individual or allied clans, targeting not only other Stonewarg settlements not aligned with their own clan but also Icewarg and Woodwarg settlements. However, in the years leading up to the rebellion, their focus turned outward, as they directed their efforts towards the Woodwarg.
There is no set or average number that defines a warband, but smaller warbands might comprise around 20 to 30 warriors, while larger, more established groups can exceed 50 members. These larger bands tend to operate with a structured hierarchy, complete with designated leaders and a clear chain of command. While larger warbands adhere to a strict structure, many newer groups are essentially coalitions of fighters seeking to share the spoils of their raids. Some warbands enjoy sponsorship from clans or private benefactors, who provide supplies and equipment in exchange for a share of the loot. These sponsors often dictate the warband's targets based on personal interests, rather than allowing them to roam freely.
Warbands are not bandits who target traveling caravans or settlements at random. Instead, they lay claim to specific territories, approaching settlements with demands for supplies, goods, and coins in exchange for leaving them unharmed. Only if a settlement rejects their offer do they resort to violence, employing destruction as a part of their strategy to incite fear by plundering valuable possessions, burning buildings, and taking captives as thralls or for ransom. Stonewarg warbands often bring death in their wake, as many cities are unwilling to yield, and foreign settlements often struggle to comprehend their demands. Stonewarg's lack of diplomacy skills and limited understanding of the common tongue further complicate negotiations, especially with Woodwarg and Icewarg settlements.
Warbands often compete for control of valuable territories, which may encompass several settlements in a particular area. These bands frequently revisit settlements they have agreements with, indirectly safeguarding them from other warbands, even though these settlements aren't usually treated well by their occupiers. At times, settlements may change hands between bands like livestock to be harvested, though just as often disputes between bands can lead to physical confrontations to determine who has the right to raid which settlements.
During lean seasons, warbands may venture into bounty hunting to supplement their incomes while traveling. Occasionally, they are hired as mercenaries for larger conflicts or join forces with other warbands to pursue particularly lucrative opportunities.
Education
Education in Wargrun underscores the cultivation of military prowess as its paramount objective, geared toward nurturing both fearless and law-abiding citizen-soldiers. The core of this educational system revolves around the teachings of military tactics, strategic thinking, combat skills, and an in-depth exploration of military history.
At the beginning of their juvenile stage, young wargs are sent to the Drengar, a rigorous training school mandated for all citizens. Over the course of three years, these youthful aspirants undergo a transformative experience under the guidance of seasoned Warmasters. Here, they immerse themselves in the art of battle, learning not only the physical aspects of combat but also the intricate strategies and tactics that are vital to Stonewarg warfare. Throughout this intense training, young wargs are continually assessed on their aptitude for battle, their ability to strategize effectively, and their unwavering commitment to the Stonewarg way of life. Those who emerge from this demanding crucible with exceptional skill and dedication are presented with a profound choice. They can opt to embark on the challenging path of a full-time soldier, dedicating themselves to the service of their clan and homeland, or they may choose to channel their talents into one of the many available trades.
The Drengar
Both physically and mentally challenging, the Drengar is a culturally immersive rite of passage. A military school more so than an institution of learning, the primary function of the Drengar is to raise competent citizen-soldiers. Juvenescent Stonewarg travel to the nearest major settlement in order to live and train under the guidance of seasoned Stonewarg veterans called Warmasters. Each capital city boasts its own Drengar, with several smaller cities of significance also hosting these training schools. While Stonewarg generally prefer to attend a Drengar in their clan’s region, attending a Drengar in other regions mostly dominated by another clan is accepted, and in large cities like Wargrun, it is more common to see a general mix of different clans training together.
Once students arrive, they will not be allowed to leave without the permission of a Warmaster. Students do not return to their homes at night, even for those who live in the city they are attending. Generally, students only leave the grounds under the instruction of a Warmaster for drills, or for city wide holidays– which is the only time students are not training. During these holidays, Drengar students, often without direct supervision for the first time in their lives, are notorious for their excessive indulgence. They become rambunctious revelers, consuming the contents of taverns until there is nothing left. Eventually, they either collapse in the streets or engage in brawls until city guards eventually intervene to restore order and remove the rowdiest participants to sleep off their excesses.
Students are divided into a Vígskel, or battle squadron. The teaching principles of Warmasters varies wildly depending on the Warmaster they are assigned. All Warmasters are seasoned and highly experienced soldiers, often holding the rank of 'Styrjarl,' or 'General,' and the performance of their students is viewed as a direct reflection of their own skills. This often leads to intense competition between Warmasters, who maneuver and pit their students against one another like pieces in a strategic war game. A Warmaster remains in charge of a single squadron until graduation. The selection process for students is carried out through a draft, with the most experienced Warmasters having the first pick. To be chosen first in their draft speaks to their potential, while conversely, being chosen last officially makes a student the underdog. Warmasters hold sole responsibility for their students' care and education, including the administration of punishments, distribution of equipment, and allocation of rations. They serve as the ultimate authority, fulfilling the roles of judge, jury, and disciplinarian for their charges.
Students are not allowed to bring much with them to Drengar, only small personal items are allowed, as long as they can be stored on the warg’s person at all times. A major tenant of the Drengar is resourcefulness. Students receive minimal allowances, often nothing at all, with the expectation that they will learn to adapt to scarcity or find innovative ways to obtain what they require. While stealing is not uncommon, it is expressly prohibited and met with severe consequences, typically leading to painful whippings and demanding physical labor as punishment.
Training begins immediately for students, commencing at the break of dawn and extending well into the night to prepare their minds and bodies for the rigors of war. Drengar students are not taught how to read or write, nor are they instructed about their clan or race's history through textbooks or formal education. Instead, it is an ingrained expectation that students will glean this knowledge from their immediate family or within their clan, assuming they are fortunate enough to receive such instruction at all. Initial drills focus on building endurance and strength, involving activities like long-distance running and hauling equipment from one end of the training field to the other. More advanced phases of training cover the mastery and maintenance of equipment. While most Warmasters typically introduce students to basic weaponry like spears, swords, and axes, they often focus on their preferred fighting style, leading students to adopt similar techniques.
Strategic thinking is imparted through a range of wargames like Ransag, Gutball, and immersive battle reenactments drawn from their Warmaster's personal experiences. Periodically, Warmasters lead their squadrons out of the school into the wilderness around their city for training or hunting, typically during the second year of training. As students approach their third year and graduation, they may be tasked by the city to eliminate bandit encampments, patrol local roads, and even pursue bounties. For those who entered the Drengar without having made their Blóðveg, this is often the path to achieving it. Some especially impatient students may opt for the Crucible, facing war criminals in deadly combat, though this option is considerably riskier.
It is not uncommon for Warmasters to have favorite students, typically a select few whom they deem the most promising based on their own judgment. These favored students are often taken under the Warmaster's personal tutelage and have the privilege of gaining more extensive insights into their teacher's life, participating in war meetings, meeting with established warbands, and receiving private lessons. This unique access allows them not only to acquire more knowledge but also to establish connections with experienced soldiers, making it easier for them to join a warband after completing their training.
Bullying between students is rampant. New students are quick to establish a hierarchy amongst themselves often based on strength, wit, or influence. Warmasters, typically, adopt a largely hands-off approach, preferring to allow squadrons to resolve their personal conflicts independently. Physical altercations are common, and they serve as a unique form of initiation, helping students to toughen up and assert themselves in the competitive world of the Drengar. Rather than discouraging such conflicts, Warmasters often tacitly encourage them, viewing them as a means for students to learn to navigate interpersonal dynamics.
Rite of the Soldier
The Rite of the Soldier is the final challenge students must face, marking the culmination of their training before they graduate and are able to join Stonewarg society. Beginning on the first day of Summer and occurring just once a year, the rite is a significant and eagerly anticipated event. To participate, students must have undergone three years of Drengar training. While participation is not required, it is extremely rare for a student to intentionally delay their rite, as doing so would entail an additional year of relentless training and being branded as a failure in the eyes of their peers.
The Rite takes place over ten days and ten nights deep in the harshest territories of their region. Most cities designate a ten-square-mile area for the rite, although larger cities with more extensive lands may provide even more expansive arenas for the students to traverse, making the rite that much harder. City guards, warbands, merchants, and general volunteers from the city are given banners to protect and are sent out to patrol the countryside. The students' mission is to locate these parties, seize their banners, and return to their Warmaster before the dawn of the eleventh day. However, achieving this task is anything but simple. Students receive no food or equipment, relying on hidden caches scattered throughout the arena that can be seized by any participant. The use of steel weapons is expressly forbidden to minimize the likelihood of fatalities; instead, wooden weapons are provided, and unarmed combat is widespread. Nonetheless, injuries, often severe, are still prevalent as banner holders often put up fierce resistance, demanding that students prove their mettle before surrendering, often leaving both parties battered and bruised.
All students undertake their rite simultaneously, and while no official parties are designated, most students swiftly form groups amongst themselves. Banners are always in abundance, ensuring that all will graduate, provided they can locate them and endure the harsh environment. Early summer is rarely a season of comfort, characterized by cold nights and lingering snow, presenting its own set of challenges with keeping warm and staving off hunger. Students are encouraged to employ any means to acquire banners, leading to strategies that may include covert theft, organized attacks, ambushes, and, at times, even theft from fellow students. While there are no consequences for a student to abandon their warband before everyone has acquired a banner, it is considered unsportsmanlike. Many students end up forming strong bonds with their party members, sometimes experiencing the real struggle of a soldier for the first time in their lives. Hunting together, strategizing, and keeping watch often transcends the difficulties many faced while in the Drengar under the tutelage of their Warmaster.
For those who successfully return with their banners, the city celebrates their triumph with song and ale. This time of year becomes an excuse for many to share stories and drinks, often with innkeepers offering new graduates a mug of ale as a congratulatory gesture for completing the rite, thereby welcoming them as Stonewarg soldiers. Apart from this informal celebration, graduates can expect little in the way of official recognition following their Drengar training. They are permitted to gather their belongings but are essentially thrust into the streets to forge their own path in life. Warband leaders often frequent large cities this time of year to enlist new recruits, although many graduates will choose to return home, reconnecting with family they may not have seen for the entirety of their three-year training and completing their clan rite if they have not already done so.
For those who do not return with a banner in the allotted time, or return without one, they must continue their training. They will remain under the guidance of their Warmaster, who will begin instructing a new squadron of students. These individuals must bide their time until the arrival of the next summer season when they can attempt the Rite once more. Failing is rare, and failing more than once is even rarer, but for those who do, they will continue to train; there is no quitting or failing out. Students will either succeed or face the direst consequence: death.
The Drengar, while extremely demanding, is not designed to claim the lives of its students, although deaths do occur on rare occasions. Punishments can be severe and encompass physical discipline, deprivation of food or water, tedious labor, and even isolation. However, it is exceedingly rare for a student to die at the hands of a Warmaster. Most fatalities result from students attempting to earn their Blóðveg in the Crucible, or they perish in training accidents. The Rite of the Soldier represents the most perilous period in a student's Drengar journey, and although most who lose their lives during the rite succumb to the elements or fail to return after sustaining injuries, it is often out of dread at the prospect of failing the rite. Laws still apply in the Drengar, and intentionally killing a student without justification would be met with appropriate punishment, often resulting in death for the perpetrator.
Traditions
Pregnancy and Birth
Stonewarg mothers prepare rigorously for childbirth, prioritizing their physical and mental well-being during pregnancy. They undergo intense physical training and exercise routines, ensuring they are at their peak strength, which is believed to pass on to their unborn pups. Experienced midwives closely monitor them, providing guidance on nutrition and overall well-being. As the due date approaches, the mother, accompanied by her closest female relatives, embarks on a journey of purification to the nearest shrine dedicated to Fenrir. They carry offerings of fresh, fragrant herbs, a bundle of wood blessed by a priest of Fenrir, a Tagelharpa, and a specially prepared keg of Drikke.
Upon reaching the shrine, she stands before a large, stone altar engraved with the likeness of Fenrir, its eyes often adorned with gemstones reflecting the deity's unyielding gaze. The mother ignites a fire using the blessed wood and places the aromatic herbs upon the flames. The billowing smoke rises, creating an ethereal atmosphere as the expectant mother begins with an incantation, reciting ancient verses and invocations dedicated to Fenrir. Her recitations, accompanied by rhythmic drumming and the haunting sounds of the Tagelharpa, are believed to resonate with the deity's spirit.
The heart of the purification ritual involves a ceremonial bathing in a natural spring or pool, often located nearby. The water in the pool is icy cold, symbolizing the harshness of the world in which Stonewarg warriors must thrive. The mother submerges herself three times, invoking the spirit of Fenrir for strength, protection, and endurance. Afterward, she offers a humble tribute of Drikke and a personal item as a token of gratitude to Fenrir for his blessings. Before returning home, the mother spends time in silent meditation, contemplating her connection to the land, her unborn children, and the legacy she will pass down.
At the time of childbirth, with the exception of the Jarl, only a select few chosen by the mother-to-be are permitted to be in attendance as from the very moment a Stonewarg child enters the world, the battle for survival begins. Immediately separated from their mother after birth, all pups undergo a rigorous assessment to ascertain their potential as true warriors of Jotunheim. A specially chosen tribunal of non-related females, each having birthed and raised successful litters, conducts a thorough examination of the newborns, evaluating their health, physical attributes, and will to live. In a trial of strength and fortitude, each child is submerged into a pool of sacrificial bull's blood provided by the parents of the litter or the maternal clan. As they are immersed, a unified incantation is chanted by the tribunal:
In blood's embrace the strong shall thrive, by the anvil of fate, they are claimed and named. Their titles resound, their stories proclaimed. The honored, the revered, their legacy now found. Yet the weak resign, their names erased, forever nameless, into the shadows they're placed.
This ordeal serves as a ruthless filter, ensuring that the weak perish and only the strongest and most resolute survive. Those who endure this initial trial are subsequently presented before the Jarl for a final and definitive evaluation. Consulting with the tribunal to verify that the survivors of the litter have passed their judgment, the Jarl gives his or her blessing that the pups shall receive their names three cycles of the moons from their birth. The newborns are then reunited with their mother, where a member of the tribunal gently pricks her breast to enable her offspring to partake of both milk and blood. After the birth, the mother is afforded time for rest and recovery, during which she is closely attended to by experienced caretakers. She continues to receive blessings and is provided with a diet rich in nutrients to aid her recovery and to support her in nurturing her newborns.
The celebration that follows the day after is a highly significant and joyous event that serves to strengthen the bonds within the community, as well as to honor the mother and the next generation of warriors. A grand feast is organized, with large wooden tables and benches set up for all in attendance. The focal point of the celebration is the roasted bull, which is presented in all its glory. Stonewarg cooks, skilled in the art of roasting, meticulously carve the meat into succulent, aromatic portions, expertly seasoned to perfection. The tender, flavorful bull meat is served alongside a variety of traditional side dishes, such as hearty root vegetables, grains, and herbs that complement the flavors of the bull. As the feast progresses, individuals within the clan come together to share stories, laughter, and camaraderie. It's a time for socializing, reconnecting with extended family members, and forming new bonds among the younger wargs.
Those pups who perish during the trial are referred to only as the “Nameless.” Within Utgard, the bodies of the Nameless are taken to the Shadowlight Caverns, where the shadows of the deep caves meet the light of the sun. Here, the flesh is meticulously removed from their bones and consigned to the fire at the boundary where light and shadow converge. Their bones are then buried in the catacombs and returned to the stones from which they came. This rite carries over to most regions within Jotunheim, although the location name may change, and individual clans may perform the ritual in a manner that best suits their region and clan culture.
Festival Children
Festival Children are the rare offspring of fathers unknown, their conceptions occurring only during the festivals that mark the passage of seasons. During these festive occasions, it is believed that the barriers between the mortal realm and the spiritual world momentarily grow thin, granting ancestral spirits a fleeting opportunity to step forth into the living world.
In accordance with Stonewarg belief, these ancestral figures, guided by the Nornir, temporarily inhabit the bodies of mortal males with the purpose of establishing contact with females foreseen in the web of destiny. Their aim is to present her with a rare and solemn offer—an opportunity to bear a Festival Child. This offer is made not as a mandate, but as a choice, emphasizing the deep connection between the mortal realm and the ethereal world. Those chosen are under no obligation to accept this unique opportunity, for it is a decision that resonates with the essence of free will and personal destiny. This offer acknowledges that the path of a Festival Child is a journey of both sacrifice and honor, and the Stonewarg believe that it must be willingly embraced to fulfill its true potential. When a chosen female willingly accepts the offer to bear a Festival Child, it signifies her commitment to a path of great significance. The Nornir spirits, having recognized her choice, continue to watch over her, offering guidance and support throughout the journey. She becomes a conduit, a bridge between the mortal realm and the spiritual world. This union is believed to serve a specific purpose within the tapestry of fate, often linked to the well-being and destiny of the Stonewarg race.
Festival Children, although born to unknown fathers, are not regarded as illegitimate or outcasts within Stonewarg society; rather, they are often looked upon with a sense of reverence, as they are considered to be touched by the hand of destiny itself. To bear a Festival Child is deemed a great honor, and their existence signifies the intertwining of life and death, and of fate and free will. It is widely believed that these children bear the potential for extraordinary destinies, carrying within them both the mortal bloodline and the spiritual essence of the otherworldly beings they are so profoundly connected to.
Name Days
In contrast to other races, a Stonewarg's name day is not the day of their birth but the day of their naming, which takes place three months later. Stonewarg often share their name days with other pups born in the vicinity during the same period. Name day celebrations are typically intimate affairs, shared with family and close friends, accompanied by food and drink. In most parts of Jotunheim, name days are not considered major events and it is not unusual for families to delay celebrating name days until a warg surpasses the age of ten. As a Stonewarg matures, name days assume greater significance.
Blóðveg
"Blóðveg," anglicized as Blodveg, is a sacred rite of passage among the Stonewarg, symbolizing the pivotal transition from adolescence to adulthood. This time-honored tradition signifies a young warg's readiness to uphold the responsibilities and values of a Stonewarg warrior. To achieve "Blóðveg," a young warg must take their first life, a profound and solemn act that signifies their commitment to the defense and honor of their clan. This act of courage not only demonstrates their physical prowess but also their mental fortitude, as they must grapple with the moral weight of taking another's life. It is a pivotal moment in a young warg's life, a step toward becoming a protector of their people and a guardian of their ancestral traditions. The "Blóðveg" is celebrated with reverence and solemnity, marking the individual's growth and the fulfillment of their duties to their kin and homeland. As the first life taken, it is not just the adversary who perishes but a part of the young warg's innocence. This profound loss marks the end of their carefree youth and the beginning of their life as a warrior of Jotunheim.
Special Events
Sports
Sporting events are a customary way to pass the time in Jotunheim throughout the year. Stonewarg sporting events, characterized by their brutal nature, can be a shocking sight for outsiders unaccustomed to the participants' capacity for violence. Injuries, and even occasional fatalities, are not uncommon. Despite the physical risks involved, these sporting events serve as essential outlets for the Stonewarg to demonstrate their strength and to celebrate their warrior heritage. The events also draw communities together, as clans and families come to cheer on their champions, forging stronger bonds between individuals regardless of their standing in society.
Gutball
Gutball is a gruesomely thrilling Stonewarg sport that combines elements of physicality and strategy. The game unfolds in a dedicated arena divided into two halves, each representing a team's territory. What sets Gutball apart is the unique equipment used in the game: the "balls" are cured stomachs or bladders, carefully stuffed with viscera, and meticulously sewn shut. This macabre choice of sporting equipment highlights the brutal nature of the game and the Stonewarg's preference for visceral, full-contact contests.
The primary objective in Gutball is to accumulate the maximum amount of blood and guts on your team's side of the arena's floor. It's a gruesome test of strength, endurance, and tactical cunning, wherein participants grapple, wrestle, and engage in fierce tug-of-war battles to gain control of the ball. There is a distinct element of strategy at play, as players must exercise caution not to burst the gutball on the opposing team's side while attempting to steal a ball for their own team. The gutballs themselves are difficult to handle, making each attempt a unique challenge. Players must strike a balance between offense and defense, striving to hoard as much viscera as possible while preventing their opponents from doing the same. When the match draws to a close, and victory remains undecided, the ultimate determination is made by the sheer quantity of gore amassed. At the end of the game, all the scattered guts, blood, and viscera are scraped up and counted. Victory in Gutball ultimately goes to the team that has managed to amass the larger and more gruesome pile.
Glima
Glima is competitive full-contact wrestling. One unique aspect of Glima is its inclusivity, as competitions are mixed and do not take into account the participants' sex; it's a level playing field where skill and might reign supreme. Two wargs, representing their clans or individual honor, step into the ring, ready to engage in a no-holds-barred struggle for dominance. The objective of this brutal sport is straightforward yet demanding: each wrestler strives to either throw their opponent out of the chalk-drawn ring or compel them to yield. While Glima celebrates raw strength and cunning techniques, there are strict rules in place to maintain a level of safety. Weapons and the use of teeth are strictly prohibited within the ring, ensuring that combat relies solely on the warg's own physical abilities. In the present day, it is not uncommon for Glima to serve as a means of conflict resolution between rival clans, replacing bloodshed with a sanctioned form of combat.
Ransag
Ransag is a strategic war game serving as a vital teaching tool within the Drengar. It is a test of tactical acumen and leadership where young wargs hone their skills in battle strategy and cooperation. This game unfolds on a vast arena, where two teams engage in calculated warfare. The objective is simple yet challenging: one team, the attackers, strives to capture the king from the opposing team, while the defending king and their warband seek to escape to one of the unlit braziers located in the remote corners of the arena, outmaneuvering their pursuers. If the "king" lights one of the braziers, the game is over, and the defending force wins.
One of the distinctive features of Ransag is the intentional imbalance in team sizes, mirroring the unpredictability and adversity often encountered in real battles. The king, representing the defending side, commands a warband of eight warriors, while the attacking team boasts a formidable roster of sixteen, doubling their opponents' strength. This discrepancy places immense pressure on the king and their warband, as they must use wits, strategy, and tactical brilliance to counteract their numerical disadvantage. For the attackers, it's a test of their coordination and their ability to work together to corner and capture the elusive king.
Steinhríf Throwdown
The Steinhríf Throwdown is a favorite summer event among the Stonewarg. Contestants are organized into different age, weight, and clan categories before gathering outside the city in a massive, open arena where they compete in throwing Steinhríf stones, large and heavy rocks adorned with the clan's symbols. The stones themselves are handpicked from the rugged terrain of the region, each carefully chosen to present a formidable challenge to the competitors. The goal is to hurl the stone as far as possible in a showcase of raw power and strength. The use of latent magic is strictly forbidden. Contestants often employ various techniques, combining physical might, momentum, and skill to achieve the greatest possible distance to the roaring cheers of the crowd.
Festivals
Wild Hunt (March 1st - March 31st)
The Wild Hunt, a widely anticipated festival, heralds the onset of Summer. It's a time when various artisans and skilled individuals proudly exhibit the fruits of their winter labors. Craftsmen unveil their newly forged weapons and armor, cooks present innovative recipes and culinary techniques, while hunters display prized pelts and an array of processed goods, which are put up for sale or trade among the clans.
As an integral part of the Wild Hunt festival, several competitive games are organized specifically for the adults, such as Ransag, Glima, and Steinhríf. These games provide opportunities for participants to showcase their physical prowess, endurance, and combat skills. The rewards at stake are significant, including unique armaments, meticulously crafted weaponry, and substantial sums of coin.
The centerpiece of the Wild Hunt celebration is, unsurprisingly, the Wild Hunt itself. This prestigious event is a rite of passage for young hunters on the cusp of graduating from the Drengar, and only students who have not yet completed a solo hunt are eligible to participate. It offers them a chance to prove their mettle, earn mentorship opportunities, and receive well-deserved recognition and awards for their dedication and achievements. These awards are given special significance, with higher recognition bestowed upon those who have conquered particularly challenging prey, showing exceptional skill and bravery.
Each year a new hunting ground is selected, carefully chosen to provide a diverse and challenging environment for the young hunters participating in the event. These grounds encompass a range of terrains, including dense forests and rugged mountains. Safety measures are put in place, with designated safe zones established to ensure the well-being of non-participants. Experienced mentors or city guards typically oversee the event, ensuring that it proceeds smoothly. For those who successfully complete their first solo hunt, a deeply symbolic and ancient ritual awaits. After making their kill, these young wargs gather at the site of their victory. In a dramatic display of their newfound status, they ritually tear the still-beating heart from their quarry and consume it raw, marking their transition from novices to full-fledged hunters.
Blotfest (June 1st - June 30th)
Blotfest is an annual event that signifies the final days of the summer season and the commencement of preparations for winter raids. This event, marked by its brutality, has played a crucial role in shaping the fearsome reputation of the Stonewarg.
During Blotfest, departing warbands gather to offer sacrifices of domesticated livestock, wild creatures, and in some cases, even voluntary citizens, outlaws or prisoners of war. These living offerings are tethered to the steps of Fenrir's temple, where they are subdued and subjected to a gruesome fate – their throats are slashed, and their lifeblood is collected in a large, ceremonial bowl inscribed with runic enchantments. While these sacrifices still draw breath, the priests oversee the removal of their hearts, which are subsequently ignited upon the Altar of Fenrir.
The blood extracted from these sacrifices is divided into four parts, each with a specific purpose.
The first portion is poured upon the statue of Fenrir. The second part is used to anoint the statue of Jord. The third is used to paint Fjell runes upon the walls and doors of the buildings on the road leading out of the settlement or city. The fourth portion of blood is used to paint the faces and muzzles of the warband members who are about to embark on their raids, symbolizing their readiness to confront the perils of the outside world.
Blotfest is treated with the utmost gravity, as the Stonewarg firmly believe that these rituals appease the wights of the land and invoke protection for the community to ward off malevolent spirits and ensure the favor of the gods in their upcoming raids.
Fyrfalla (August 1st - August 31st)
Fyrfalla stands as an annual tradition that finds its roots in Wargrun but has extended its influence across the expanse of Jotunheim. In stark contrast to the vibrant celebrations of The Wild Hunt, Fyrfalla is characterized by its solemnity and reverence. This event represents the Stonewarg's preparations for the inevitable arrival of Winter and their deep gratitude for the experiences of the past year. For those who gather to witness Fyrfalla, it is believed that their presence and participation bring blessings and good fortune for the year ahead.
The initiation of Fyrfalla sees female Stonewarg coming together to carry out the preparation of offerings, consisting of food and drink, which are presented as tributes to appease the spirits of the land. These offerings are carefully arranged at the base of the Baelfire, a towering waterfall situated on the western edge of Wargrun's caldera. The Baelfire stands as a powerful symbol, often referred to as the "Cauldron of the Spirits," signifying the point where the physical and the spiritual worlds converge, thus bridging the two domains.
As the festival unfolds, participants and onlookers converge at the foot of the waterfall. Their voices rise in a collective chant, summoning those selected to ascend the perilous heights of the Baelfire. It is at this elevated point that the heart of the festival resides. Burning embers, symbolizing the collective aspirations of those present, are carefully released over the precipice. As the fiery embers cascade down the towering water curtain, they come to rest upon the water's surface, creating an ethereal display of illumination. As the embers merge with the cascading water, it is said that the spirits of the land, and ancestors of the Stonewarg are summoned and invoked, forging a profound spiritual bond with those present. This connection is thought to be a source of strength, guidance, and protection throughout the challenging winter months that lie ahead, ensuring that the Stonewarg are united in spirit as they face the trials of the coming season.
Ceremonies
Naming ceremony
Unlike other races, Stonewarg pups do not receive their names at birth. This tradition stems from the harsh reality of their environment and cultural practices, as many young Stonewarg don't survive the early stages of life. Instead, they are celebrated and named on their name day, which occurs when the pup reaches three months of age. Until this special day, pups are often referred to by generic terms such as "pup" or "child," or sometimes even a nickname based on their physical characteristics. Very rarely are they given a more personalized name for fear of becoming too attached. An age-old Stonewarg superstition even suggests that the souls of weak pups may haunt or curse a pup that is given a name before they are strong enough to claim it, even going so far as to steal their life out of envy.
It is very rare for a single pup to be the sole focus of a name day celebration. Pups who are born around the same time, even if they are not siblings, often share a name day ceremony. Most name day ceremonies are held in the clan’s capital or in nearby cities, although there are occasional instances where a Jarl conducts the ceremony while traveling within their territory. Families in remote rural areas usually journey where the Jarl, Thane, or a clan official designated by the Jarl hosts the Naming.
Although the clan Jarl technically holds the authority to choose a name for each pup, it's primarily a formality. Before the ceremony, parents present the Jarl with the chosen name or names for their pups. Generally, the Jarl respects the parents' choices, but they reserve the right to override names they consider cruel or unfit. In such cases, the Jarl's word is final. If an orphaned pup reaches their naming day, the Jarl personally names them, though a caretaker usually provides suggestions or introduces the pup to the Jarl beforehand to ensure a suitable name is chosen.
The ceremony commences with the eldest pup having the honor of pouring a drink for the Jarl. In cases involving multiple litters, the eldest pup from the most prestigious parent performs this task. Serving the Jarl's drink is a great privilege and can lead to disputes during larger naming events. Thralls are prohibited from pouring the Jarl's drink. If a freefolk pup is not part of the ceremony, a designated adult from the clan takes on this task. The Jarl reciprocates by pouring a drink for all the attending pups, with thralls receiving their drinks last. A toast is made by the Jarl to celebrate the pups, and they, in turn, toast to the Jarl. Cheers resound, libations are shared, and a festive feast ensues. Before the naming ceremony feast concludes, the Jarl presents each pup with a Bloodstone, accompanying the gift with a blessing. The specifics of the blessing vary, reflecting the preferred virtues of each Jarl. Typically, these blessings convey wishes for good fortune, health, honor, and other positive attributes. Notably, one Brightstone Jarl was known for blessing new blood with sweet pies and succulent meats.
While receiving a name from the Jarl is ceremonial formality, it is forbidden to obtain a Bloodstone from someone other than the Jarl. Young pups who, for any reason, cannot meet the Jarl during their naming ceremony often embark on a pilgrimage to their clan's longhouse to acquire their bloodstone before starting their training at the Drengar. In some cases, pups may wait until they are older to perform this rite.
Bloodstones
Bloodstones are small stones that fit perfectly in an adult warg's palm, each one bearing their name etched into the surface by a skilled runeforger. Each clan possesses a distinct stone and lettering. Stonewarg individuals are required to carry their Bloodstone at all times, with many choosing to fasten it to their jewelry or incorporate it into their armor, ensuring it remains close to them.
Deliberately discarding one's Bloodstone equates to self-imposed exile from their clan, a grave dishonor that signifies abandonment of one's history and heritage. It represents a refusal to actively participate in community life and acknowledge one's identity as a clan member, even though formal membership remains intact.
Stealing another's Bloodstone is considered a severe affront, akin to attempting to steal or impersonate a Stonewarg's very essence. Most Stonewarg view this as the ultimate dishonor from which there is no return. It is seen as a treacherous violation of trust and respect, a crime that transcends the boundaries of mere material possession. Reclaiming the stolen Bloodstone is not merely a personal quest but an act of reclaiming one's honor and safeguarding the sanctity of their lineage. The determination of the Stonewarg in this matter is unswerving, and the repercussions for those who dare to breach this unspoken code of honor are undeniably severe. With unwavering commitment, a Stonewarg who identifies the thief responsible for the Bloodstone's theft is compelled by an unyielding duty to seek retribution. A blood feud is ignited, a conflict that knows no compromise, as the thief is hunted down relentlessly. Stonewarg consider the theft of their Bloodstone a crime that merits no less than the ultimate price—death.
Wargs who have inadvertently lost or misplaced their Bloodstone frequently devote their entire existence to the quest for its recovery. The significance of this stone goes beyond mere tradition; it is a symbol of their identity, their history, and their place within the clan. Without it, they are like lost souls searching for a missing piece of themselves. The journey to reclaim a lost Bloodstone becomes an unending odyssey, filled with trials and challenges, and it often defines the course of their lives. This relentless pursuit is driven by the profound belief that their history is etched into the stone, and it must be returned to its rightful place, no matter the cost.
When a warg becomes part of a new clan through marriage, they typically retain their original Bloodstone as a tribute to their heritage. However, if switching clans for any other reason, a warg will often destroy their original Bloodstone, symbolizing a renunciation of their membership. In these instances, their new Jarl will supply them with a replacement. This practice can be repeated as many times as a new clan is willing to take them in. Nevertheless, with each successive stone that is destroyed, the gesture becomes less significant, and the warg may be perceived as having weaker ties to their clan.
A warg who happens upon a lost stone is honor-bound to return it to its rightful owner. Upon successfully returning the lost Bloodstone, the recipient must offer a favor of great importance to the one who retrieved their stone. This favor remains open-ended and can encompass a variety of commitments, from providing assistance in times of need to sharing knowledge, resources, or personal support. Importantly, there is no time limit on when this favor can be called upon. By accepting the returned Bloodstone and pledging this future favor, both parties symbolically bind their fates.
Lifebonding Ceremony
Stonewarg lack a traditional concept of marriage like that of other races. While they often form long-lasting and deeply committed partnerships, these unions lack the legal or ceremonial bindings associated with marriage. Instead, Stonewarg have a unique tradition known as 'Lifebonding,' which is often mistaken for marriage in other cultures. Lifebonding involves the creation of a deep, eternal connection between two individuals which is far more sacred to Stonewarg than traditional marriage. Lifebonds are far less common than regular partnerships, and it is not uncommon to remain committed to someone without them becoming a lifemate.
Lifebonding transcends mere partnership or marriage; it signifies the binding of two souls for all eternity. It is the ultimate commitment to another warg and it is a singular event that cannot be repeated. During the ceremony, wargs are made two halves of one whole, bound together both in life and death. Wherever one comes to rest in finality, the other will follow. Romantic involvement is common but not mandatory, although many lifemates develop deep romantic and sexual connections. Lifemates share a connection that goes beyond mere physical or platonic relationships; it's akin to finding someone whose soul resonates with their own. There's a certain mysticism involved in determining who makes a suitable match and whether someone is even destined to have a lifemate at all. Not all Stonewarg will have a lifemate, and the search for one can be a challenging, even tragic journey for some. Not every pair that shares a deep love and affection necessarily align in such a profound manner, and it is not considered shameful to remain partners without becoming lifemates. Many skaldic legends tell of Stonewarg searching the world twice over to find their lifemate, most of which do not end happily.
The process of Lifebonding is a private affair until the ceremony itself. Unlike a typical proposal, there is an informal discussion between the partners before they proceed. Most pairs undergo extensive training, often spanning years, during which they engage in combat against one another to learn each other's every move and pattern. During this period, known as being "in Rok," meaning “of the gods” in reference to the bond between Fenrir and Jord, they refer to each other as their 'Rok' to signify their connection. Upon completing their training, the pair seeks approval from the leadership of their clan to become lifemates. This is generally a formality, as Jarls commonly accept and designate an officiant for the event, unless they have specific reasons to oppose the union. Such opposition may arise if one of the prospective lifemates has been banished or if someone petitions the Jarl to refuse them. While Jarls may occasionally officiate these ceremonies themselves, they more frequently delegate the role to a trusted member of the clan. Their selection of the officiant demonstrates favor and can solidify political alliances. Once the officiant is chosen, a date is selected, and the crucial "test of power" begins.
During this test, the pair must demonstrate their equality in physical strength. Traditionally, this is accomplished through Glima, although the actual rules of the match are determined by the pair themselves. Some prefer the use of wooden training weapons, magic, or even, for the particularly brave of heart, steel weapons. The test can occasionally turn violent, and there have been rare, grim instances where it led to the demise of both participants as is the tale of Sigge and Amund. These displays of power are often public events, drawing large crowds of onlookers who act as unofficial judges. They cheer on the prospective lifemates if the match appears promising but may voice their displeasure, going so far as cursing and throwing mud or stones if the connection seems ill-fated.
With no singular judge, no pair can "fail" the test. However, if the prospective lifemates are clearly mismatched, with one dominating the other, lacking tactical compatibility, holding back during the match, or putting on a subpar performance, the officiant selected by the Jarl will depart and refuse to witness or officiate the ceremony, effectively ending the test. While they are free to attempt to have another officiant witness the exchange, generally, if the original officiant refuses, they will be hard pressed to find another. The test of power is not about determining a victor but rather about proving that the pair complements one another, bridging their individual weaknesses. This may be a physical fight, a strength against strength to see if they are physically matched, but it also manifests as a tactical match in which both parties showcase their ability to predict and counter each other's moves.
Once both have collapsed from exhaustion and the officiant and crowd are satisfied, a modest ceremony is held in a location of the pairs choosing. It includes symbolic face and head painting, recitation of formal words, and, of course, an abundance of feasting and drinking. The ceremony of lifebonding is believed to mirror the unbreakable bond between Fenrir and Jord, physically binding the souls together like interlocking chains, tethering them to each other forever. The words exchanged between the pair during the ceremony are regarded as something more akin to a spell than mere vows, ancient incantations transformed into spoken words.
No beginning. No end. Until Hel becomes Valhalla and Valhalla becomes Hel. Until all that is true becomes false, and all that is false becomes true. Until the end of time and beyond. Bind us now for forever and everything after.
Partners may choose to exchange symbolic items such as jewelry, weapons, shields, or armor, with chains being a popular motif for such gifts. Following the ceremony, Lifemates address each other as 'Sjale' (plural 'Sjalen').
While there are no laws forbidding Stonewarg from becoming lifemates with wargs of other races, most Jarls would be hard pressed to approve such a match. Although rare instances of Stonewarg bonding with Icewarg under their Jarl's consent exist in historical records, no such precedent has been set for pairings between Stonewarg and Woodwarg. Some believe that the deep compatibility required for a lifemate would not be possible due to differences in the souls of the children of Jord and Fenrir.
While lifemates may not demand monogamy, the bond they form transcends death, and betraying a lifemate is the gravest betrayal one can commit. This level of betrayal goes beyond mere dishonor; it is considered an egregious transgression, akin to being stabbed by your own hand, betrayed by your own body and mind. To betray a lifemate is believed to doom both parties to a life of unending suffering and a fractured existence, a broken half unable to be whole. In death, they are believed to haunt one another, perpetually tormented and unable to find solace or honor in Valhalla. A Stonewarg who betrays their lifemate would be shunned from society as a whole, not merely dishonored but utterly forgotten. Vendors would refuse to engage with them, their clan would forsake them, and most would refuse to acknowledge their presence. For what is the word of a warg who would sever their own soul? None would even dare to shave them, as that would necessitate touching them. In death, their bones would be left to rot, unmarked and scattered by scavengers. Not even the most dishonorable would stoop so low as to maliciously betray a lifemate, and some believe that Fenrir himself would intervene.
Superstitions
Wights
Wights are the spirits of non-wargs, often associated with things in nature such as rivers and forests. While animals and plants aren’t thought to have souls, they are thought to have spiritual energy, and when these things die, that energy sometimes forms together to make a wight, which in turn protects the land. They are mostly neutral creatures that are rarely seen and are not generally thought of as dangerous. It is not uncommon to see small shrines and places of offerings in areas where a wight is thought to reside. Many Stonewarg will present offerings in the hopes of good weather, safe passage, good hunting, and similar desires. Offerings are generally scraps from hunts, incense, or alcohol.
Wraiths
Wraiths are the spirits of dead wargs, most commonly associated with those who were not given honorable burials. These types of spirits are thought to be physically harmless, though a few particularly powerful wraiths have been known to attach themselves to places, objects, and other wargs, terrorizing them from beyond the grave. They have been known to haunt dreams and sap the energies of those they haunt. Stonewarg do not generally worship wraiths, though there have been stories of wargs with ill intent providing offerings at the site of a dishonorable warg in the hopes of drawing a powerful spirit to them to do their bidding.
Ravens
Viewed as harbingers, raven sightings are not inherently positive or negative on their own, as they were once thought to be the eyes of the Skalds. Particularly superstitious wargs view the sighting of 3 or 9 ravens grouped together as a sign of good fortune to come, while encountering 13 is considered an omen of death.
White Ravens
White ravens are significantly rarer in Utgard and therefore much more ominous. It is not inherently positive or negative to have seen one on its own; however, they are much more foreboding than their black counterparts. White ravens were once thought to be the eyes of the Oracles.
Cuisine
Residing in the elevated and rugged landscapes of Jotunheim, the Stonewarg have developed a cuisine well-suited to their harsh environment. The cornerstone of their diet consists of hearty, starch-heavy dishes crafted to sustain them through the demanding seasons. Potatoes, grown in the limited arable land at these high altitudes, play a central role. These humble tubers are transformed into nourishing creations such as potato stews, noodles, and dumplings. Alongside potatoes, locally cultivated vegetables like turnips, carrots, and cabbage contribute to the sustenance of the Stonewarg, adding vital nutrients and flavors to their meals.
The harshness of the climate necessitates fortifying foods that can ward off the biting cold of Jotunheim's unforgiving winters. Thick and hearty stews are a favored choice, prepared with chunks of meat, potatoes, and vegetables. These robust concoctions not only provide warmth and sustenance but also serve as a comforting and communal meal around the hearth during the long winter nights. Summer brings a slight shift in the Stonewarg's culinary preferences. As the weather warms and the land reveals a new vibrancy, the cuisine becomes lighter. Broths made from simmering wild game bones are enjoyed, often infused with aromatic herbs such as dill, wild garlic, and parsley. Potato dumplings, delicate in texture yet filling, are a summer delicacy. Thin pancakes, griddled to perfection, are savored with generous slatherings of goat butter, offering a delightful contrast to the heartier winter fare.
Hospitality is a cornerstone of Stonewarg culture, and the act of welcoming guests into their homes remains a deeply ingrained tradition. Visitors are regarded as extended family, and it is a matter of great pride for the Stonewarg to ensure that no guest leaves their dwelling unfed. This commitment to hospitality reflects the bonds of kinship that extend far beyond bloodlines.
Svartkrova Sausages
A culinary curiosity distinctive to the Stonewarg, Svartkrova sausages are a testament to their resourcefulness and adaptation to the harsh environment of Jotunheim. Although the name may suggest otherwise, these sausages are not crafted from crow meat. Instead, they are prepared using the cured and preserved meat of Svartkrova, cave-dwelling creatures that thrive in the dark and subterranean recesses of the Stonewarg's homeland. These creatures have a robust, earthy flavor due to their diet of fungi, cave-dwelling insects, and minerals.
To prepare these sausages, the Stonewarg first catch Svartkrova, known for their thick and bluish-black skin, in carefully designed traps within the labyrinthine caves of the Drekar Mountains. The meat is then meticulously cured using a blend of earthy spices like wild garlic, black pepper, and a pinch of pungent horseradish to mask the Svartkrova's more intense flavors. After the curing process, the meat is minced and expertly mixed with potatoes, adding a starchy base to balance the strong, mineral-rich taste. Svartkrova sausages are traditionally enjoyed grilled or roasted over open flames, where their unique combination of flavors shines. Despite their unusual origin and robust taste, many Stonewarg hold Svartkrova sausages in high regard and consider them a delicacy to be enjoyed on special occasions. While some outsiders may be hesitant to sample this distinctive dish due to its powerful and acquired taste, those who dare to try it may find themselves pleasantly surprised by the intriguing flavors that define Stonewarg cuisine.
Mjödlag
Mjödlag is a hearty stew made from locally sourced ingredients such as tender venison, potatoes, and a peculiar root called Grimtuber that can only be found within the forests of Grimfell. The Grimtuber, while visually unappealing with its gnarled, dark exterior, holds a creamy, nutty flesh that adds a distinctive taste to the dish. The stew is flavored with a mixture of wild herbs, dill, and a generous dollop of goat butter, creating a savory and earthy flavor. Despite its unusual components, Mjödlag has become a beloved comfort food among the Stonewarg and is often served during communal gatherings to warm hearts and bellies during the long Jotunheim winters.
Skjoldmannens Skalle
Skjoldmannens Skalle, a unique and somewhat offputting dish, is a specialty of the Stonewarg known for its robust flavors. This dish starts with a base of smoked herring, which is then combined with dried Vísundr heart, finely ground Svartkrova Sausages, and a pungent mixture of fermented garlic and juniper berries. These ingredients are all blended together to form a thick, dark paste.
The dish is traditionally served cold, garnished with crispy dried seaweed harvested from the fjords of Jotunheim. The strong, briny aroma and the acquired taste for its bold, savory, and intensely smoky flavor make it challenging for those from other races to appreciate. Skjoldmannens Skalle is often consumed during long journeys or as a source of sustenance during challenging times, as its flavors are believed to provide strength and resilience to those who partake in it.
Skjel-Malmbrød
Skjel-Malmbrød is a dish known for its strong flavors and distinct preparation method. To make this dish, the Stonewarg first catch the elusive mountain fish known as Skjel, which thrives in the pristine alpine waters of the Drekar Mountains. The Skjel is gutted, meticulously cleaned, and then left to air-dry until it becomes extremely firm. The dried Skjel is then soaked in a mixture of fermented mountain berries, pine bark, and a combination of herbs, including wild garlic and juniper berries. The concoction ferments for an extended period, allowing the fish to absorb the unique flavors and textures of the surrounding ingredients.
After the fermentation process is complete, the Skjel is removed and sliced into thin, translucent pieces. These fish slices are then placed atop a dense, hearty flatbread made from stone-ground flour and mountain grains. The flatbread, or "Malmbrød," is baked until it reaches a dark, almost charcoal-like color and has a dense, sturdy texture. Skjel-Malmbrød is known for its intense umami flavor, a mix of salty, earthy, and slightly sour notes. The texture of the dried fish combined with the robust, dark bread can be challenging for outsiders to appreciate.
Terminology
General Terms
Blóðveg (Blodveg): A rite of passage, symbolizing the pivotal transition from adolescence to adulthood. To achieve "Blóðveg," a young warg must take their first life.
Drengar: The military school all Stonewarg are required to attend.
Festival Child: Conceived pups with no known father. They are viewed as “fate’s children.”
Helgafjell: The holy mountain in the Otherworld that houses Valhalla, a sacred hall where the honorable dead reside.
Kulning: An ancient death rite sung by female Stonewarg.
Lifemate: Bonded individuals.
Meat Drunk: Eating to excess and experiencing the symptoms of overindulgence.
Nameless: Pups that have perished during their first rite.
Rok (In Rok): Of the gods. A term used by and for pairs who have begun the process of becoming lifemates.
Sjale (p: Sjalen): A term a Stonewarg uses to refer to their lifemate.
Styrjarl: A ranked soldier, a General.
Summerborn: Pups born during the summer season. Summerborn pups are believed to be weaker than their winterborn counterparts.
Vígskel: The battle squadron young Stonewarg are assigned to in the Drengar. They are overseen by Warmasters.
Vindrjakt: The Eternal Hunt, refers to the afterlife destiny of those honorable wargs who have fallen in battle.
Void-Touched: Winter madness, “cabin fever.”
Wargrunner (plural Wargrunners): Demonym for a citizen of Wargrun.
Warmaster: Seasoned Stonewarg veterans who typically hold the rank of "Styrjarl." Warmasters are educators, leading Vígskel in the Drengar.
Winterborn: Pups born during the winter season. Winterborn pups are believed to be stronger than their summerborn counterparts.
Insults
Drikke Breath: Morning breath. A common exclamation made by family or partners after a night of drinking, i.e., "You have terrible Drikke breath."
Fangless: Insinuation that one is a coward.
Fish-fathered: Insinuation that one is a useless, floppy bastard. Doubles as an insult to a wargs ancestors.
Halftroll: An ugly warg.
Milk Drinker: Wargs who are considered weak and/or young and inexperienced.
Raven Starver: A coward.
Serpent Tongue/Worm Tongue: An insulting or disrespectful warg.
Softpaw: Wargs considered untried by the rough mountain terrain.
Thin-Pelt: Derogatory slang for a Woodwarg.
Phrases
"Fenrir guide you/us." A common farewell.
"By Fenrir's Mane/Fenrir's Mane!" Commonly used as an as an exasperated outburst.
"Fenrir's Tail/Balls!" A negative exclamation.
Local Legends
The Lost Ancestor's Lament
In the depths of Winter at Mimir's Well, it is said that the spirit of a long-forgotten ancestor awakens and fills the crisp air with a haunting yet exquisitely beautiful lament. This ethereal song, known as the "Winter Requiem," can be heard only by those who genuinely honor and respect their lineage. Those who hear the lament are said to be granted a deeper understanding of their heritage, providing them with a sense of purpose, as if they have touched the timeless spirits of their forebears.
The Watcher of Secrets
In the heart of Wargrun, there stands a gnarled and ancient red fir, known as the "Watcher of Secrets." Legend has it that this tree has witnessed the whispered confessions and clandestine dealings of the Stonewarg for generations. They say that if you stand beneath its twisted branches and speak your deepest secret, the tree will forever guard it, sharing the weight of your burden. Over the years, the bark of the "Watcher of Secrets" has twisted into intricate patterns, rumored to hold the encrypted truths of the Stonewarg people. Some believe that the souls of the departed whisper among the boughs, offering guidance and solace to those who come seeking the wisdom of ages past. It is said that beneath its shadow, the Stonewarg come to unburden themselves, for secrets kept by the "Watcher" are secrets never forgotten.
Grundraken Grotto
Somewhere within the rocky cliffs of Skyhold lies the hidden cave known as "Grundraken Grotto." According to local legend, this cavern was once a refuge for a vengeful spirit seeking retribution against those who had wronged it in life. The spirit, they say, forged a pact with the very earth itself, melding its essence with the stone. Now, it is said that the Grundraken Grotto serves as a sanctuary for the lost and downtrodden, granting them the strength to endure their hardships. Those who enter the cave are said to emerge with renewed determination and resilience, their burdens lightened by the ancient spirit's enduring presence.
03
Jotunheim
Geography
A vast mountain range spanning north to south along the eastern coasts of Hvalla, Jotunheim is a rugged landscape with towering granite monoliths, deep valleys, and ancient redwood forests. Few regions are habitable, and even fewer are those viable for farming. The sunlight is intense in the high altitudes, and the air itself becomes deprived of precious oxygen. Sheer cliff faces, powerful beasts, and a dearth of arable land provide limited space to live and raise livestock.
From the north, ice-cold winds cut through the Drekar Mountains and thick fog often shrouds the region, making travel difficult year-round. Having adapted to survive in the extreme conditions, many Stonewarg believe that their ability to thrive in the thin air of the high peaks seats them higher than the other races in the eyes of the Gods.
Beneath the earth, the stone is filled with ore and minerals of incredible variety and value. On the surface, boreal forests line the slopes and sheer cliffs drop down into icy fjords. Alpine tundras can be found in the higher elevations and numerous lakes and hot springs of varying sizes dot the landscape. A geologically active area, earthquakes of varying intensity are not uncommon — rockslides and avalanches occur at regular intervals, and many clans have simply ceased to exist due to the violent nature of their mountain home.
04
Utgard: The City of Wargrun
The Founding
Sitting high atop the lofty peaks of the Drekar Mountains stands Wargrun, the last fortress of the Stonewarg. Even the eldest clans among them do not know how long Wargrun has served as the seat of power in Jotunheim. Scholars believe the city was founded by Valbrand of Clan Ormgard, the First King of the Stonewarg, in a time so ancient, written history has no true record of its origins. Others believe that the barbaric clans who came before may have built it, and that the First King simply seized it.
Rising from the center of an ancient caldera, Wargrun is said to have been forged from the volcanic stone of Ormvardir, standing as a testament to the versatility and strength of its people. Its walls are bolstered by the blood of their fallen, and almost as many wars have been waged amongst the citizens themselves for control of the city, just as they have waged war against the other wargs who inhabit the world.
There has been no true king to unite the clans of the Stonewarg since the fall of Clan Ormgard. Many have attempted to seize power, but no warg has succeeded in rising above their brethren to lead with complete and undisputed authority.
Wargrun’s latest history has been filled with a series of bloody, vicious infighting between the jarls and the clans who follow them. From the darkened skies, three clans have risen again: Ulfang, Darykmor, and Wildflame — bloodlines as old as the First Kings — whose banners now fly from the spires of Wargrun’s highest towers once more.
City Structure
Map of Wargrun
Long ago, the barbaric clans founded Wargrun among the towering cliffs of Utgard. Watchtowers at each point of the compass overlook Utgard from the valley rim, and those travelers who wish to enter the city must pass under the watchful gaze of the guards stationed within. Surrounded by boreal forest, lush meadows cultivated for farming slope down to the valley bottom, where the clear waters of Dragonfall Lake gather, and the walls of Wargrun rise atop the charred remains of the long-quiet Ormvardir.
The gates of the city and the walls that hold them are massive, dwarfing all who pass through them. Well-fortified and protected by citizen soldiers, Wargrun is divided by three ramparts, each with several quarters for housing Wargrun’s citizens. Prior to the Cataclysm, as night fell, the gates were sealed and the presence of the city guard increased to keep those who wished to come in, out.
Defenses
Few travelers would risk ascending the high mountains of Jotunheim. Violent storms, dense ground fog, and the sheer cliffs of numerous fjords are a formidable natural defense. If the thin air doesn’t kill them, travelers must wind their way up the treacherous roads that crisscross the exterior of Ormvardir and make their way past the militant guards patrolling the valley rim. The caldera itself offers the city a highly defensible vantage point, and watchtowers under the control of the vigilant clansmen of Ulfang, Darykmor, and Wildflame look out to each point of the compass. Though many of the watchtowers are now unmanned, dangerous beasts have taken up residence in the ruins left behind.
The Drekar Wall
When dark beasts emerge to roam the territories of Jotunheim, the Drekar Wall is what keeps the people of Wargrun safe during the long nights. It is a massive fortification made from volcanic rock, sharp and black like a raven reaching into the sky. Positioned on a large bluff overlooking the surrounding valley, the wall encompasses the city in a rugged circle with the northernmost wall protected by the waters of Dragonfall Lake. The top, referred to as the Dragon’s Back, is accessible by a series of lifts and stairs where guards are posted at each of the gates leading out of the city.
Quartz Gate
Located at the southernmost point of the city, the Quartz Gate is the largest and most traveled of the three. Visitors are required to check in at the guardhouse where they are assigned an escort for the duration of their stay — for their own protection. These guards are most often young Stonewarg still studying in the Drengar.
The First Tier
As the lowest point of Wargrun, the First Tier consists of thrall rings, mines, housing, and various businesses divided into three quarters: the Ash Quarter, Iron Quarter and Quartz Quarter. On the eastern side lies the Ash Quarter which holds housing for retired freefolk, miners, and thralls who either work in the mines or do not serve a family. It also holds the slaving rings where thralls are bought and sold. Included here are the Pits, a series of fighting arenas in which Drengar students train.
The Iron Quarter also known as the Iron Slums on the western side of the city houses the poorer freefolk who are only just holding their heads above thralldom. Within the Iron Quarter lies several entrances to the network of mines in which the great armor forges bellow into the volcano itself, and the Ormsgate, a treacherous series of ancient tunnels that lead down into the unexplored depths and elsewhere in the city. City guards are often called to this quarter because of its high crime rate.
The final quarter of the First Tier is the Quartz Quarter which is the largest of the housing areas and gives home to the remaining freefolk who work in and around the city. This quarter is also home to the finest brothels in all Wargrun. Most importantly, within the Quartz Quarter lies the Temple of Fenrir and the Temple of Jord. It is said that the sword of Fenrir resides within his temple, gifted to the Stonewarg by him before he left his earthly bounds. The temple of Jord is quieter, less used, but still sees offerings placed regularly. Notable locations within the first tier include:
Drunken Dreki Tavern
A stone's throw north of the formidable Iron Gate, the Drunken Dreki Inn emerges as a forbidding and imposing presence. From the outside, it emanates a rugged, unwelcoming aura that mirrors the steely resolve of its patrons. The path leading to the tavern is flanked by a haunting display of draconic skulls, skewered menacingly upon imposing spears, while tattered, blood-red banners flutter defiantly in the relentless northern wind. The lack of windows makes it impossible to see into the Drunken Dreki, but raucous laughter and jovial music can be heard from outside its battle-scarred walls. A large, single-story timber-framed building, the furniture inside, despite its stains and the unmistakable signs of bygone brawls, holds an allure that beckons all who seek both refuge and revelry. The Drunken Dreki often overflows with patrons, from the indomitable city guards who frequent the establishment to the diverse company of locals, intrepid travelers, and curious foreigners who gather around sturdy tables worn by countless mugs and tankards. The inn's esteemed proprietor, Alara "Irongut," is a figure of both legend and respect, a retired adventurer whose days of exploring the frigid wilderness have given her a vast network of connections. She seems to know every soul who claims a barstool or table, a well of knowledge that reaches even into the shadowy corners of Wargrun's underground.
Draugr’s Head Inn
Just off the well-traveled High Road near the Iron Gate, the Draugr's Head Inn stands as an enigmatic meeting place at the edges of Wargrun. Its exterior is cloaked in shadows, and the ancient stone structure, adorned with runes etched into the weathered facade, whispers secrets of centuries past. This establishment serves as a clandestine sanctuary, providing refuge for both members of Clan Silvermane and the shadowy figures of the city. With dimly lit interiors, timber beams sagging with age, and an ever-present air of mystery, the inn's fireside is often enveloped in thick smoke, concealing clandestine deals and hushed conversations.
Highhall Brewery
Ormsgate
The Mines
The Drengar
The Pits
Temple of Fenrir
Temple of Jord
The Second Tier
The Second Tier of Wargrun is divided into two quarters and is brokered by a single gate leading in and out. The Gold Quarter is on the east side of the city and houses the banks and Wargrun Mint where money lenders set up shop and tender business. The Copper Quarter is on the West side of the Second Tier and is filled with merchant stalls of every variety who make their bread and butter on their wares. These stalls close as the sun goes down and unfurl once more as the sun comes up. Between the two lies the Dragonforge, a massive burning forge that delves its fires from deep in the volcano. Notable shops and businesses available within the second tier include:
Hammer and Tongs
Wargrun Mint and Bank
Dragonforge
The Third Tier
The Third Tier of Wargrun is divided into three sections, the Longhouse, and the Silver Quarter and Mithril Quarter. The Silver Quarter is traditionally a temporary residence for Jarls and their Thanes and other Clan emissaries visiting from other keeps. While often empty, this Quarter can quickly fill during festivals and trade negotiations. The Mithril Quarter houses important generals and warriors of the ruling clans and their families. Most houses are equipped with their own training yards. The Longhouse sits at the tallest point of the city and houses the ruling clan. It is the place where politics are practiced, and the Jarl receives advisors. Beside the Longhouse sits the Crucible, a fighting arena where fights are bloody, to the death, and hold the highest honor outside of war itself. Notable locations on the third tier include:
The Crucible
The Longhouse
Settlements
Beyond the Drekar Wall, usable land is scarce and fiercely contested. A hardy people, they have not allowed dangerous beasts, criminals, and inclement weather to deter them from scraping out a living across the harsh terrain.
Notable locations:
Brightstone Village
A farming settlement just outside the city walls. Clan Brightstone once owned and managed the surrounding fields, renting out property to wargs willing to work the land. Since the Cataclysm, the ruins of the village can be seen from the south end of the Drekar Wall.
Hangaar Village
A small hunting village in the woods at the rim of the caldera in the south. Prior to the Cataclysm, they were known for their festivals and rich gameland.
Osle Village
A fishing village that sits on the northern part of Dragonfall Lake. Often obscured by heavy fog, its status in the aftermath of the Cataclysm is unknown.
Riverford Lodge
To the east, amongst the towering pines of the Jotunwood, lies Riverford Lodge. Owned by Clan Riverford, it is surrounded by rich farmland. Not unlike Clan Brightstone, the land was once rented out to those wargs willing to till the soil and raise livestock…until the Cataclysm.
Ravenstone Village
A remote village that is partially abandoned. Thick ground fog from Vigrith often seeps from the old battlefield and settles over the area, giving it an unsettling atmosphere. A deserted fortress ominously overlooks the village.
Skyhold
A well fortified fortress village that overlooks the surrounding area. Members of Clan Ulfang have been housed here and trained here. Several warbands are available to serve as Jotunheim’s military force alongside Clan Darykmor and Clan WIldflame as needed.
Vimur Village
A once prosperous village known for their fishing and lumber on one of the largest rivers in Utgard.
Darykmor Outpost
Giants Run is a grassy valley leading up into the heart of Wargrun’s caldera. This region is known for its colossal beasts and giant skeletons of fallen foes can be found throughout the area. Many Stonewarg come to Giant’s Run to test their strength, often seeking refuge in Clan Darykmor’s military outpost. Warbands are a common sight, as well as Ulfang and Wildflame troops.