The Woodwarg
City of Ljosa
01
The Timeline of Ljosa and Its People
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02
Woodwarg: Children of Jord
The Woodwarg make their home amongst the great leafy trees of the Forest of Glimé, in Alfheim. At the center of this city is the most revered place in Ljosa: their Sapling of Yggdrasil – a physical manifestation of the ley-line that runs deep below the city. Magic is a central aspect of the Woodwarg way of life and old wargs joke that more magic runs through Woodwarg veins than blood.
While there are many very large trees scattered about Hvalla, Ljosa’s Sapling is by far the largest and most sacred- specifically for its interior. Inside the hulking tree is kept a record of everything that has passed in the Warg’s time within Hvalla. The Woodwarg Sapling of Yggdrasil is a library filled with ancient texts recovered from throughout the lands. Every culture is represented, and every tongue present in these scrolls.
The Woodwarg first and foremost consider themselves sacred keepers of this knowledge and lay down their lives to protect it.
Dangers
In contrast to other races, the Woodwarg hold a cautious view of fire due to their sylvan homes. While it's not outright prohibited, recognizing its necessity in daily life, the Woodwarg have cultivated a preference for using Sunflies for illumination. These gentle insects, native to the Forest of Glimé, emit a warm, orange light that resembles fire but lacks its inherent hazards when used indoors. Deliberately ignoring the hazards and mishandling fire is perceived as a grave transgression. To address the potential risks, a specialized group of Storm Mages within the Ministry of Magus is trained specifically for firefighting duties.
Living predominantly beneath the protective canopy of the Sapling, the Woodwarg receive sunlight filtered through a verdant veil. This unique environment can result in some degree of light sensitivity when they must venture beyond the shelter of their forest abode.
Faith
The Woodwarg devote themselves to the will of Jord. While they hold reverence for both of the Great Wargs, Jord, being their divine mother, holds the highest place in their veneration. As the seasons change from Winter to Summer, the Woodwarg often leave offerings of small trinkets and sacrifices at the entrance to the Well, so that Jord’s blessings might wash over them and grant them a prosperous harvest.
Valhalla
Valhalla is a mystical heaven-like place for those amongst the Woodwarg who sought life after death. Valhalla is said to be hosted in the stars that glitter above the trees. The entrance to Valhalla is believed to be far to the North, the gate of which lies beneath and is presided over by a great white tree. The trees around Hvalla, beneath which wargs are buried, are all connected to this tree. And while their bodies nourish the trees, their souls may travel through the boughs and roots to the tree of Valhalla where wargs who have honored life and Fenrir or especially Jord’s will, may reach an eternal life after death up amongst the stars.
Hel
Hel is believed to be a quiet, sombre place where those who have not lived a life that honours Fenrir and especially Jord, go. A twisting road from the entrance leads deep down into the earth where all sound, light and life disappear and there is only dark. Hel is believed to be far to the South of Hvalla, hidden behind a sealed rock entrance - the location of which has been lost and is guarded by Eldrbruin and rune giants. A warg’s soul that has been lost to Hel rather than finding its way to Valhalla is said to roam there eternally, unable to find peace in the darkness.
Language
The Woodwarg community places a strong emphasis on linguistic proficiency, with Common being their shared language. Through their education system, Woodwarg children are taught not only to speak Common fluently but also to read and write Futhark from an early age. The Woodwarg's quest for knowledge encompasses the ancient script of the High Futhark, with numerous Woodwarg showing an interest in it that goes beyond their competence in Common.
The great library of Ljosa serves as a hub for scholars and linguists, who spend much of their time meticulously recording and preserving the languages that enrich the world’s history and culture.
Seals
Woodwarg Seal
Unavailable for player use.
Able to be used only by the Archmage or on their behalf. Usually appears on orders, whether those be private or intended for distribution. The Woodwarg seal is only used on the most important of official documents.
City Seal
Able to be used only by the Archmage or on their behalf. Usually appears on orders, whether those be private or intended for distribution. The Woodwarg seal is only used on the most important of official documents.
Clan Seal
Able to be used by anyone who belongs to the equivalent clan. Usually appears on general correspondence and official clan business. It is a finable offence to be caught using the seal of another clan.
Ministry of Mages
Leader: Wedden of Forra-Yr
Insignia: Rottofra with circles and gems to denote rank
Appearance
The Ministry of Mages is a massive construction in the Northeast of the city made from more than four interconnected trees. Pale staircases stretch between them uniting each of the trees into one large conservatorium type structure.
A large, wide-open path leads from the city to the Ministry and the side of it is dotted with beautiful gardens and hedges that morph into outdoor training yards lined with tree-tower entrances the closer one gets to the Ministry. The homes of the Magus who live on site are accessible only through these tree-tower entrances and are connected to each other and the Ministry by inter-tree staircases.
Information
The Ministry of Mages is filled with wargs that have found themselves blessed with magical ability. Led by Highwarg Wedden, the life of a Magus (someone who has mage-powers) is filled with daily training, experimentation and academic pursuit. The Ministry prides itself on being a hybridisation between learning about the magic of Hvalla and a mechanism of war, with all their Magus being trained in both.
Wargs generally come into the Ministry as Apprentices after Treskola where they are taken on by a Magus and trained individually, though there are several core group classes where wargs learn to channel their magic and control it. Those Apprentices who are more adept in academia generally present something magically academic to graduate to a Magus, while an Apprentice more adept in war would present something magically intertwined with war to graduate to a Magus. Older wargs may join the Ministry but will still serve as an Apprentice for some time before becoming a Magus.
Magus with an adeptness for war will often join Woodwarg military squads, providing magical backup on missions. They will stay with the one squad until either members are reassigned because they cannot work harmoniously with the rest of their squad; or, a squad will be assigned new members after the death of old members or when older members have needed to retire due to injury. Magus who are a part of military squads will always return to the Ministry’s call when required, as that is their first and foremost loyalty.
Magus with a more scholarly adeptness will generally devote themself to experimentation and study, sometimes working with librarians and researchers to find new ways of using magic and improving the lives of the Woodwarg. Scholarly Magus will generally be the ones giving out orders in times of war and banding together to create massive, powerful spells to assist the Woodwarg armies. They are also the magus who assist in city matters, like spelling gaols, thrall-bands etc.
The Magus are paid for their service, with Magus who perform greater feats of magic (e.g., more complex spells, proving to be more powerful) gaining a higher tier of pay. The Magus will receive a ‘public purse’ or payout from the Vault if they are forced to retire due to injury in the line of duty. This is a one-off payment. If a warg decides to leave the Ministry of their own accord, they do not receive this payout. Many Magi who work in war squads but are injured and forced to retire from active duty become scholarly Magus rather than leave the Ministry entirely.
The majority of Wargs who have magic beyond the usual telekinesis are not required to become Magus, though are encouraged to attend the ministry in order to learn how to control their magic at the very least. Wargs who express fire magic, however, are required to attend these classes when their magic is discovered in order to learn to control their magic, due to the very real danger they pose.
Justice System
The Justice System of the Woodwarg is democratic, with judgements decided upon as a clan, or people. Highwarg generally control their clans and would head a trial, but sometimes for a dispute of high importance or between clans, the Archmage must convene the Senate to hold trial.
Fighting
The Woodwarg are a peaceful people. To engage in unlawful combat outside of the armory’s training grounds is a crime that could see you in the cells beneath the roots of the Sapling.
Punishment
Punishment in Ljosa normally takes the form of monetary fines or community service. However, in extreme cases where the crime is so severe that fines or community service are not recompense, Wargs will be sent to a place deep beneath the roots of the Sapling to be trialed in a process known as the Keening.
Debts
If a warg cannot pay back their debt they are indentured into the service of the community. This means that they work to pay back their debts by doing menial community tasks like waste clearance, cleaning and general Sapling maintenance.
The High Court/The Senate
Leader: Archmage Nekelloth of Eik-Saer
Appearance
The High Court is a massive open room at the edge of the Sapling’s bark. Beautifully ornate doors lead into a seating area for several thousand wargs who have come to spectate upon the proceedings. On a lower, circular platform, decorated with the nine years of the Woodwarg calendar is space for the accused and the victims to stand. Any wargs who are not a part of the senate will also descend to the platform when it is their time to speak.
The senate itself sits in a series of ornate chairs raised high above both the platform and the spectator seating. The flags of each of the clans hang down from the respective seats and at the centre of all is the seat of the Archmage.
A tree-bark tunnel leads off from the platform to The Deep for those who require commuting of sentences. The top of the High Court is held within the tree, so the roof is lit by thousands of glowbugs to keep the room bright, organising themselves in almost constellation-like patterns across the ceiling.
Information
The Justice System of the Woodwarg is democratic, with judgements decided upon as a clan, or people. Highwarg generally control their clans and would head a trial, but sometimes for a dispute of high importance or between clans, the Archmage must convene the Senate to hold trial.
Lower-level offences would have proceedings held at a clan -level. Anyone from within the clan/s of the victim and the accused are allowed to attend the high court and view the proceedings. For these cases, the clan leaders of those clans involved would form the judgement panel. Sometimes wargs might be called upon as witnesses or to give character references.
Lower-level offences might include:
- Petty theft
- Inability to pay debts
- Domestic disagreements (between families and clans)
- Low level trading disputes
- Fighting that did not lead to serious health ramifications
Higher-level offences would have proceedings held at a racial-level. Any Woodwarg in Hvalla would be allowed to attend the high court and view the proceedings. These types of cases are rare and serve only for the most drastic of circumstances. For these cases, all of the Clan leaders serve as a judgement panel, with the Archmage sitting in the first seat as speaker - directing the proceedings. These case proceedings can last for months or years as the Woodwarg attempt to seek and deliver justice and often, many wargs are called upon as witnesses and to give character references in order to get to the root of the issue. Sometimes in these cases, the appropriate clan Highwarg will speak on behalf of the victim if they cannot speak, or for the accused in order to ask the Court for leniency or clemency.
Higher-level offences might include:
- Ongoing theft
- Gang/outlaw activity
- Murder
- Fighting that lead to serious health ramifications
- Unauthorised interference with the matters of other races.
The Senate will hold its own deliberation once the accounts have been given and the Highwarg and their Senwarg will first decide and then vote on a matter of recourse. Once decided, the Archmage will deliver a verdict. Verdicts are decided by a majority of one and the debates in these instances can last for months as well.
The Deep
Leader: Cadolan & Trystan of Auona-Modr: Gaoler Brothers
Appearance
The Deep is held unassumingly behind a beautifully carved door. Upon entry is a large, open chamber with a plethora of clerk desks heralded at the end by the large twin desk of Cadolan and Trystan. Side rooms jut off every which way for clerks’ private offices, visiting rooms and lavatories. At the back of the room, behind Cadolan and Trystan’s desk is a large winding staircase that leads down into the depths of the Sapling. It is here that the stairwell is lined with Gaol cells as it becomes a dungeon.
Each cell is neatly kept with a single bed and nothing else. Magus uphold spells on the cells to ensure that each of them are secure - only able to be opened by the Gaolers keys. The dungeons are kept clean of vermin but do not go out of their way to provide comfort to the inhabitants who will not see the light of day until their release.
Information
The Deep is the main gaol of The Sapling. Usually, the Deep acts as a holding area between the time an offence is committed, and a case is heard in the courts. The time between these cases can be between anywhere from days to months to years. The Deep itself however, has also been used as punishment itself on occasion with prisoners held long term within its depths.
Other than Cadolan and Trystan who act as the main gaolers; processing admin and overseeing who comes in and out; several healers are on hand in case of an issue with prisoners, clerks can often help maintain the records and a squad of the Town Guard rotate shifts through the Deep.
At the very bottom of the Deep is said to be a large room, hollowed out from a root of the Sapling with a dark black hole at the centre that descends deep into the earth. It is in this room that the Keening takes place. The event is shrouded in mystery and has only been known to have occurred twice in the history of the Woodwarg - though the names of those who undertook the punishment and their crimes have been scratched from the known records.
Politics
The selection of the Archmage is solely based off of skill and aptitude. The position does not follow progeniture. At the end of an Archmage’s reign (usually till death) a new denizen of Ljosa is chosen. A council of the Woodwarg clans convene at the Mage’s college to perform the Seers-Right.
The council of Woodwarg is known as a Senate. They cast votes in order to make decisions and in order for a motion to be passed, there must be a majority of yes votes. In times of war or major events the Archmage may assume complete control of the Woodwarg and not require the input of the Senate. When the war or major event has ended, the Senate may vote to remove the Archmage if they have led poorly.
The Senate itself is made up of all the clan Highwarg who gather together in the Chancellery – a large open room within one of the topmost branches of the Sapling.
Economy
While knowledge is held as the highest priority of the Woodwarg, it does not (typically) keep mouths fed or bodies armored. Instead, they rely on the selling and trading of wares obtained exclusively within their region, such as herbal medicines, remedies, and materials for crafting enchanted items. Plants, herbs, spices, mushrooms, and some insect parts are the most sought items by other warg races. Luckily, these items are fairly light and easily transported, so traveling Woodwarg traders once made regular stops in foreign lands and cities before the Cataclysm.
Money, Inheritance & Dowries
Sales of large important items like homes and estates are overseen by city officials. A sale document requires signatures from a minimum of two officials with a city seal to authenticate it. Merchant items generally do not come with any official documents. Forgeries have been known to occur, however to an astute eye, there are always minute differences to an official seal.
Woodwarg generally will write a will if they are in possession of property. Inheritance will follow the writ of a will that is officiated by two officials with a city seal beside a clan seal to authenticate it. If there is no will, inheritance is the following order:
- Parent to child, split between children equally.
- If there are no children, it’s to wife/husband/partner.
- If there is no wife/husband/partner, it’s to sibling.
- If there is no sibling, it goes to a parent.
- If there is no parent, it’s to the city/charity.
Dowries are gifts from one engaged party’s family to the other in congratulation. Both parties receive dowries no matter the gender and it is common for families to try and outdo each other in their gifts. Dowries can be gifts as simple as money or objects; or more overwhelming like large houses and thralls.
The Penbakkir (Also known as the Vault)
Leader: Perriwen of Myrkr-Auga
Appearance
Large wooden doors encased in metal that patterns as branches and leaves, acts as the entrance to the vault. These doors are generally open during most daylight hours, but close as soon as the sun goes down. Town guard rotations are often stationed here. These doors lead into a large room with vaulted ceilings from which large glass baubles of glow-bugs hang to light up the space.
Desks are organised around the room for Vault clerks with a large desk for Perriwen at the rear of the room that seems to be carved up from the floor itself. All around the room are doorways that branch into tunnels into the tree leading to spell-protected individual family and clan vaults. Larger and older storage rooms are at the base of the Penbakkir within the tree and it is in these places that some of the Woodwarg’s oldest treasures are kept.
Information
The Penbakkir, or Vault, is the main bank of the Woodwarg, a place where families and clans can apply to hold their greatest treasures. Common things kept here are important scroll documentation that would be unsecure at the Core, money and other valuable goods. Merchants often use the vault to store excess coins and savings. Rooms within Penbakkir can only be accessed by direction and in the company of clerks who hold the spelled keys to the rooms. For the largest and most important of accounts, only Perriwen has the keys to access them.
To steal from the Penbakkir is considered a high crime and a one way ticket to the Deep and potentially thralldom. In a time of crisis or attempted theft, thorned branches are the first line of defence, attempting to shoot out and attach to the thief.
Any Woodwarg has the right to open an account in the Penbakkir and it still holds many of the fortunes and treasures of wargs who were outside the breeches of the Fog during the Cataclysm. It is rumoured that the Penbakkir also holds the treasures of esteemed members of other races from long before the Cataclysm.
Foreign Relations
Woodwarg closest working relationship was previously with the Icewarg, who were typically far more hospitable than their Stonewarg cousins and provide them with crafting materials that are difficult to acquire in Alfheim. Iringard’s partnership with Ljosa was fragile, but previously enabled the Icewarg to learn some magic, as well as gain access to enchanted materials only found within the Forest of Glimé. The two races value knowledge, so Iringard’s education system had begun improving when they opened up their gates and began working more closely with the scholars of Ljosa.
Woodwarg completely distrusted the Stonewarg for most of, if not all of their history. The Woodwarg and Stonewarg warred with each other and once reconciled, still did not truly manage to let go of their grudges.
Military
Leader: Quonna of Bjarken-Kind
Insignia: Isceri with Level Bars and Leaves to denote rank
Appearance
The Military makes their base of operations in the Eastern Guard House. A tall spire with interconnected housing offshoots all the way down, the Eastern Guard House is a matching pair with the Western Guard House. The Eastern Guard House, like most other buildings, has a tree at its centre and is surrounded by training grounds. It houses a barracks for those members of the military who are not on leave and also contains its own lockup for unruly military members.
Information
Any warg may join the military!
The military acts as Alfheim’s safeguard against external threats. When not in times of war however, soldiers spend their time acting as glorified city guards - assisting the town guard with their enquiries, road guards, and smaller settlement law enforcement where necessary. They have also historically acted as border forces. To retain their skills, soldiers have a strict regimen of training, guard duty and are able to take prolonged leave once every two years.
Soldiers are designated into groups, known as war squads. War squads are organized with one (though sometimes two for scouts) wargs from each of the following segments.
Foreguard: The heavy-duty warriors who engage in direct, frontline combat. This segment of the military specialise in close-combat and often work as a distracting main force - especially in cross-racial confrontations.
Rearguard: The rearguard are generally ranged attackers who organise cover fire for the foreguard. The rearguard works in tandem with the Magus.
Scouts and Flankers: Trackers and lighter flanking units that track down enemies. They work in tandem with foreguard attacks.
Magus: The dispatch of warrior mages who are a subsection of the Ministry of Magic. They tend to work best with the Rearguard but may work in tandem with the Foreguard and Scouts depending on their magical ability. They are uniquely, a part of the military and seperate, still somewhat under the jurisdiction of Wedden the Forra-Yr Highwarg, and head of the Ministry. Magus have been known to be pulled out of squads on occasion and then returned once their ministry duties have been completed (or as Quonna says, once the ministry stops meddling).
Healers: The healing detachment of a squad helps keep everyone alive. They are often mildly proficient in at least one weapon so they are not entirely unprotected in battle.
All squads generally work together indefinitely. Exceptions to this would be when members are reassigned because they cannot work harmoniously with the rest of their squad; or, a squad will be assigned new members after the death of old members or when older members have needed to retire due to injury.
Squads do not combine to form larger battalions but may work in tandem on missions and in full scale war, as directed by Highwarg Quonna and a selection of ‘War Command’ members - wargs who act as secondary commanders to Quonna and pass out direction on his behalf in larger scale battles and assaults.
There is no ensigned ‘leader’ of each squad, though generally the wargs of a squad will decide amongst themselves whose direction they will take and a leader is naturally chosen from amongst them. Being a ‘leader’ of a squad is a thankless task and the position does not have any greater influence or honour among the military but does end up taking the brunt of the punishment when things go wrong. Rivalry between different squads is generally friendly, though sometimes not, and disagreements do occasionally occur. Punishments for these disagreements are dolled out at Quonna’s discretion, but generally involve time spent in community service, on tougher missions or sometimes in lockup.
The military are paid for their service, with squads that execute missions more effectively (e.g. at greater speed, or with a higher success rate) gaining a higher tier of pay. The military will receive a ‘public purse’ or payout from the Vault if they are forced to retire due to injury in the line of duty. This is a one off payment. If a warg decides to leave the military of their own accord, they do not receive this payout.
Town Guard
Leader: Merrina of Lae-Daudr
Insignia: Clipper Ant with Level Bars and Leaves to denote rank
Appearance
The Town Guard makes their base of operations in the Western Guard House. A tall spire with interconnected housing offshoots all the way down, the Western Guard House is a matching pair with the Eastern Guard House. The Western Guard House like most other buildings has a tree at its centre and is surrounded by training grounds. It houses a barracks for those guards who would rather sleep on premises and also contains its own lockup for unruly guard members.
Information
The Town Guard are wargs entrusted with the day-to-day safety and care of the cities of the Woodwarg. The Guard always work in pairs with a permanent partner. There are generally five pairs in one Guard squad who cover or specialise in a particular area of their city. These squads often name themselves to help boost their reputation. They are required to know the districts they are responsible for back to front in order to ensure their primary objective is being met - keeping crime low.
The areas of the city that guards patrol are as follows:
- Northern Liggja District
- Southern Liggja District
- Northern Sunnan District
- Southern Sunnan District
- Northern Sunnja District
- Southern Sunnja District
- North Side Earthen Tier
- South Side Earthen Tier
- The Sapling Stone
- Northern Outer Rim
- Eastern Outer Rim
- Western Outer Rim
- Barkheld Tier Vault
- Barkheld Tier High Court
- The Deep
Guard shifts are broken up into two rotations: Day shift and Night shift. Pairs that are on Day shift will be on Guard during Daylight hours for a season, and pairs that are on Night shift will be on Guard during Dark hours for a season. Sometimes, in case of an emergency, Guards can be requested to work for more seasons on one rotation or another and they can be occasionally moved into different districts to support other squads.
All pairs and squads generally work together indefinitely. Exceptions to this would be when members are reassigned because they cannot work harmoniously with the rest of their partner/squad; or, a pair will be assigned a new member after the death of an old member or when an older member has needed to retire due to injury. Rivalry between different squads is generally friendly, though sometimes not, and disagreements do occasionally occur. Punishments for these disagreements are dolled out at Merrina’s discretion but generally involve time spent in community service, on tougher shifts and districts or sometimes in lockup.
The Guard are paid for their service, with guards that meet higher quotas gaining a higher tier of pay. The Guard will receive a ‘public purse’ or payout from the Vault if they are forced to retire due to injury in the line of duty. This is a one off payment. If a warg decides to leave the guard of their own accord, they do not receive this payout.
The Mark of Urör: Spy Network
Leader: Uana of Auona-Modr
Insignia: A spell called the Vinr that wraps around the muzzle (it is always invisible unless activated).
Appearance
Base of operations: A quiet tavern within the hollowed-out base of a large tree called the Forsorn Inn in the Liggja district.
The Vinr: The Vinr is a mark worn by all spy network members. A psyche mage spells the pattern of the Vinr around the muzzle of the spy when they are inducted. The Vinr is made of tiny vines that read “The seal of the Vinr, the flick of the tongue; behold the mark of Urör.” It is invisible until activated when the phrase above is spoken.
Information
Created by Urör, brother of Glimé, the Mark of Urör began as a group of friends who worked together to keep tabs on the other races. Over the years it grew and changed until the Mark of Urör were no longer only keeping an eye on others but the Woodwarg themselves too.
The Mark of Urör are a highly secretive organisation who report to a Spymaster and who then reports to the Archmage. While the Spymaster’s identity is not widely known, it is Highwarg Uana of the Auona-Modr who currently holds the position.
Only the Spymaster knows the full list of members who belong to the Mark of Urör, and organising several psyche Mages to apply the Vinr separately ensures that they do not know large pools of members either. Not even the Archmage knows the full extent of the members of the Mark of Urör, instead focusing on the information supplied by Uana rather than who is supplying it.
Spies may be members of any clan, but under Uana, the network uses Auona-Modr go-betweens to relay information from the tavern to Uana in order to minimise suspicion of being in extended contact with the Highwarg on clan premises. In order to remain undetectable, spies utilize a constantly changing system of code words, phrases, and symbols to relay sensitive information in places where there’s a risk of being overheard.
A hidden system of tunnels begins in Forsorn Inn in Ljosa and stretches around to other parts of the city. These tunnels allow the Mark to move through the city mostly unseen and the full extent of these systems are not generally known by every member, as spies are only made aware of portions that are relevant to their assignments, and only Uana has access to the full map.
The Mark are paid for the information they gather based on the usefulness of the information they glean. If exchanging highly sensitive information between each other, spies will repeat the words of the Vinr in order to activate the spell. If a spy is uncovered, the Vinr will activate, clamping their mouths shut, unable to be opened. If the spy intends to write their information, the Vinr will expand and grow, reaching around the spy’s body and encircling joints. If a spy is not released by the Spymaster from this situation, the Vinr will not loosen and the spy will starve to death, or the spell will cut off nerve endings and eventually remove offending limbs at the joint - rather than let the member spill secrets. The power of the Vinr is explained to spies when they join service.
Education
More than anything else, Ljosa holds knowledge in highest esteem, and as such, education is taken very seriously. As soon as Woodwarg pups are physically able, they attend school and are educated on all matters- particularly with an emphasis on magic and history.
School for pups is simple, teaching stories and legends of the Woodwarg to their smallest members and usually takes place in the home (or orphanage). As a pup becomes a juvenile, Woodwarg are then sent to Treskola – their main schooling system that dictates their knowledge of how and why things work. This schooling takes place up until they reach adulthood. From here, many Woodwarg decide to take up a trade of some sort (academic or physical) and apprentice themselves to a master. An apprentice is considered a master themselves when they are able to contribute something of value to the Woodwarg race in The Presentation, a show given before the Senate which occurs once a year in the summer months.
All Woodwarg are expected to become productive and contributing members of society, but no ill will is sent toward those that choose another life. Woodwarg understand that all beings serve their role and refuse to deny that mechanic of the universe to anyone. However, Woodwarg are still their own individuals after all, and prejudices may arise.
The Core (Library)
Leader: Daena of Eldi-Stokkir
Appearance
A corridor leads from the outer rings of Barkheld into the Sapling itself. Large, carved doors, decorated in the shape of a massive tree with a circle at its centre swing open to reveal a large entry room. Cloaks may be removed and stored here and a helpful number of librarians sit behind desks to assist with initial enquiries. The library circles in rings deeper and deeper into the tree. On the outermost ring, stained glass windows arranged to create beautiful pictures add a colourful flare to the brown of the bark. On the Western side, the glass images are a mix of sunset oranges, on the North, icy blues, the East blood reds and to the South, an array of greens.
Deeper into the tree, the rooms are lit by glow bugs to brighten the darkness of the tree enough for reading. Massive bookshelves line the walls from floor to ceiling, interspersed with the occasional nook of table and cushions, or an archway into another bookroom or reading room and the occasional study-hall. Shortcuts and secret passageways - shelves that open and move between the rings are known to exist throughout the Core, but not everyone knows where all are. The Core itself is said to circle all the way into the centre of the tree, however the innermost shelves are confined behind a magically sealed doorway that only the highest of the librarians and the Archmage may enter.
Information
The Core is a magical library that holds all of the written knowledge of the Woodwarg in one place. A place to sit and study, it is easy for a Woodwarg to get lost in the great tomes of the library for days on end. Wargs may come here to borrow some of the more common books to take them home and return them once more - their names inscribed upon spelled sheets until the book is returned. The cost of unreturned books is hefty fines, which, if left unpaid, can lead to debts worthy of thralldom.
Librarians, bookkeepers and academic researchers make up the bulk of those who tend to the library. Occasionally, clerks can be found checking archives, or magus requiring study into a particular field of magic will also visit those sections, while those reading for pleasure can also be found scattered throughout the Core. Each of the rings of the tree holds different fields of content. The outer rings are full of lighter topics like farming books and novels, the rings in the largest section hold books on history and a large portion of clerical archives, while the innermost rings towards the very centre of the tree hold books of the most serious nature - books on magic and the oldest texts passed down from the time of Fenrir and Jord.
The library itself is imbued with hundreds of years of magic, both that of the Woodwarg and something else that many attribute to the Ley Well rumoured to sit beneath the Sapling. The books all seem to respond to being taken from the Library and the theft of any book from the Core is treated as a crime of the highest order. Librarians have been known to track the magic in books that have been stolen with the aid of a magus (if they themselves don’t have mage abilities) and Town Guard. Book theft is a one way ticket to the Deep and potentially thralldom.
Perhaps the most attractive aspect of the Core (for many Woodwarg children who can’t quite seem to concentrate on their books) are what have become known as Library Daemons - pardminna who live amongst the shelves and have been trained by the Head Librarians over the years to keep the Core free of pests like book-eating bugs and mice. These Library Daemons also act as free roaming feather dusters to keep the books and scrolls tidy between regular warg-orchestrated upkeep. Not particularly friendly though they could be convinced to stick around for longer than they ought by an arthro claw or two, these small helpers tend to stay out of sight and reach - except for the occasional glimpse of a tail or a small pair of eyes in the darkness.
Traditions
The Woodwarg have many traditions – some newer and some ancient dating back to the times of the first Kings.
Clans
To the Woodwarg, Clans represent democracy itself and are a physical manifestation of how the Woodwarg have been able to work together and overcome their issues. A pup when born, is immediately inducted into their clan, though when they are of age, they will undergo their trial of clans, just as new members would.
Selection of Archmages
While it is common for mages in the Woodwarg Council to be chosen, it is also possible for random Woodwarg to receive the blessing and title; so long as they are deemed worthy by divine will. It is every Woodwarg’s right to challenge the newly selected Archmage in magical combat, although record only shows one who has succeeded in such a feat.
Marriage
Marriages are a welcome part of Woodwarg life. They symbolize the union of a pair that reflects that of Fenrir and Jord. When a pair of Woodwarg are to be married, they do so in front of The Well and make their vows to each other and in front of Fenrir and Jord themselves. Marriages are binding contracts and are not a choice to be taken lightly. When a pair are married, their Highwarg will bind their tails together with vines to symbolize the binding of their souls.
Pups and Birth
Birth is a very special moment for Woodwarg. Life is celebrated by all, and festivities can last days. When a mother gives birth, her pups are carried by loved ones up the world tree.
Following the new litter, citizens often march alongside with instruments, colorful banners swaying in the wind, and all manner of flowers and shrubbery adorning their pelts. The ancient Elskann chant is sung as they make their way to the highest point of The Sapling in the spirit of good luck and long life.
At the tree’s canopy, the mother leaves behind her litter and climbs higher to choose a leaf for each of her pups. In the event of a mother’s death, another kinsman may make the climb in her place. If pups are left without any relations, the Archmage will make the journey in the parent’s stead, naming the orphaned wargs as well.
Once the mother has chosen a leaf from the great tree, she will burn High Futhark into each one- with a single word symbolizing the pup’s future potential (Spellcraft, Healing, War, Death, Life, Earth, Water, Air, Fire, Dark). These words should always come from the heart and are whispered into the ears of a warg from Yggdrasil herself. The Leaf is not kept by the mother or the pup and is instead given to The Well beneath the Sapling so that the pup becomes one with Hvalla itself, as is the will of Jord.
Orphans, The Orphanage, Illegitimate Children & Single Parents
The lives of all children are precious to Woodwarg. Birth rates and litter pup counts are low, so every child that opens its eyes into the world is considered a blessing from Jord herself.
If a child is an orphan, they will first be offered into the guardianship of their closest relatives (much-older siblings, aunts/uncles or grandparents). If a direct relative cannot be found, and an extended relative does not come forward to claim an orphan, they will be taken to Ljosa’s Orphanage, no matter where they are from in Alfheim, a place for orphans and foundlings. If a pup is made an orphan and is without a guardian before they are named and receive their leaf, then the Archmage will make the climb for them in place of their mother. The Orphanage offers pups, juveniles and young adults a safe place to live, and if a family group exists, they are endeavoured to be housed together within the Orphanage. Those who live in the Orphanage still attend Treskola with others of their age group.
Ljosa’s Orphanage is situated within a large tree at the Earthen tier of the Sapling. Rooms wind throughout the core of the tree, each filled with up to four Woodwarg pups at a time. An orphan will live in that one room until they decide to move out as a young adult or pass their Presentation with either others of the same/similar age, or with siblings. Warg pups who belong to the orphanage are given the option of consenting to be adopted by a family or remaining within the orphanage until they are old enough to leave. A pup may decide to change their mind about whether or not they wish to be adopted, until they are adopted. Would be parents may apply to the orphanage in writing and all records of adoptions are held in the orphanage for one year before being transferred to the Penbakkir.
To leave a Foundling for the Orphanage is considered a crime of the highest order and if their actions are discovered, the parents would be tried for their crime. While leaving a foundling does happen, a foundling child is rarer than being an orphan. Parents who leave foundlings are almost never found.
Illegitimacy is a scandal that rocks Woodwarg society when it is uncovered and is a matter for the courts. Wedding vows to Woodwarg are incredibly precious. For a warg to break the bonds of a marriage without the consent of their partner is considered a heinous act and an affront to the vows that were supposed to have melded 2 souls to be one.
Illegitimate children as a concept only refers to children that were born from an extramarital affair, rather than children who are born to unbonded wargs or children conceived through surrogacy. The warg who has conducted the affair will likely be required to pay recompense to their marriage partner, as well as monetary assistance to the child. The third party in the affair will also be required to provide monetary assistance to the child as well as pay recompense to the marriage victim.
The marriage partner who is the victim in the situation may choose to uphold their vows or sever them with no social repercussions. The illegitimate child also faces no societal repercussions as they are blameless in the actions of their parents and children are alongside knowledge, the most valuable gift to the Woodwarg. The parents, however, are often shunned from polite society and will hover on the fringes. Depending on how much the courts determine is required in payment, a warg could be looking at complete financial ruin.
For unbonded wargs having children, both parents would be required to see to their child's health and wellbeing, but there are no societal repercussions about moving between multiple partners when unbonded. Though it would be considered very odd to have children with multiple wargs.
If a warg becomes a single parent by the death of their spouse/other parent in the line of duty (e.g., military, guard or magus) then that warg would receive the payment due to the deceased upon retirement, in order to help see to the care of their child(ren).
Single parents who care for their children are not looked down upon by Woodwarg society as they are fulfilling their duty to ensure their child(ren) are well looked after. A warg who abandons their child(ren) however, are not held in high esteem.
Birthday Celebrations
Reaching another year in the life of a Woodwarg is a momentous occasion. Life is precious and it is a privilege for a warg to age when so many others do not. A celebration is held every year on a warg’s day of birth though this can vary in size from smaller parties of direct family to a few close friends and large, clan-wide and inter-clan events. Gift giving is common and Woodwarg prize gifts that are both beautiful and useful. A warg’s most important birthday is one that falls on the year of the cycle that reflects their year of birth.
Gift Giving Traditions
Woodwarg prize gifts that are both beautiful and useful. Gifts that share both of these attributes are treasured most. Birthdays, anniversaries, weddings, during festivals and the Presentation are all times when Woodwarg exchange gifts. Gifts where possible are wrapped in ribbons and fabric or pressed leaves.
Funeral Celebrations
Death amongst Woodwarg is a sombre affair that is followed by an intense period of grieving by the immediate family, as well as extended family and friends. Woodwarg graveyards are made between the roots of trees so that their ‘essences’ may feed the future of their people and become one with the trees once more. The area is lined with coloured ribbons, bells and bone or wood chimes which are hung from bushes and branches alike. The actual place where a warg’s body is laid is marked on the roots of the tree above them with the important details like their name, clan, birth and death dates. Woodwarg graveyards are usually placed on the outskirts of settlements, and away from any Ley Wells, to prevent spread of disease and contamination.
Special Events
The Woodwarg have a number of special events that occur in certain years and seasons, or at specific occasions.
Seersright
The Seersright is an ancient and magical practice conceived, supposedly, in the primordial days of the world’s birth. It has gone through many names and ideations, but the motions always remain the same; reverent and powerful mages convene in one place to consult the will of Yggdrasil- available at a fountain of pure ley-magic called The Well. Although the process is somewhat secretive, a new Archmage is always chosen, and the cycle has yet to be broken.
The Keening
The Keening is a form of punishment in which a warg who has committed a heinous act is put through a trial beneath the earth. The trial itself is shrouded in mystery and only the Archmage themself holds the knowledge of what occurs – as it is passed down from Archmage to Archmage. It is said however, that a Warg who undergoes the Keening is tested by the dead themselves.
The Elskann
The Elskann is a chant performed at the birth of a new pup. It is sung in Henje and while most Woodwarg do not speak the tongue, they still know the chant that was taught to them by the Keepers. The chant goes as follows
Yggdrasil shine upon these here
So that they might feel your love
Send your soul so they do not fear
And reach us from above
The Festival of Threes
Each year that passes is dedicated to one of nine elements in a cyclic pattern. Every year, starting in Summer, begins the reign of a different element. The elements are listed as:
Wood, Ice, Stone, Dark, Air, Earth, Fire, Water, Blood.
The Woodwarg find themselves most closely aligned with the first year of the Cycle, Wood, as well as those elements of Dark and Air. They also believe the Icewarg to be most strongly associated with years of Ice, Earth and Water; whilst the Stonewarg are most strongly associated with years of Stone, Fire and Blood.
The years according to the Woodwarg calendar cycle accordingly:
- Wood (2030)
- Water (2031)
- Dark (2023)
- Blood (2024)
- Ice (2025)
- Earth (2026)
- Air (2027)
- Fire (2028)
- Stone (2029)
Once the final season of the yearly cycle has ended, the cycle begins anew.
The change from year to year is marked by small offerings in front of homes towards the element of the new year. At the end of the cycle however, as the year of Stone comes to an end, and the year of Wood is set to begin, a massive festival is held full of feasting, games and revelry. The birth of new things in the year of wood is seen as particularly fortuitous and many a Magic Weaver will spin young wargs stories of what their futures are to bring. Whether it be fame, fortune, love or something else, the Festival of Threes is the time when a warg might find themselves losing the constraints of society and joining in on a night of merrymaking.
The year you are born into does not indicate anything much in personality, whether that be flaws or strengths, but it does tell a warg which year will be their luckiest. The year that matches the one a warg is born into is considered the year when all good things are most likely to come to them.
The Festival of the Hunter
Next Festival of the Hunter: November 2024
The Festival of the Hunter is a huge food festival thrown in honor of all those who serve their people and ensure that they are fed and clothed. Thanks is given particularly to cooks, merchants, tailors and of course hunters in the form of great feasts whereupon those who fit these categories of service are paid double for their efforts. They finish their nights early and those Wargs who ensure things are cleared away afterwards are those Wargs who do not fit in those categories of service. While these tasks are not considered by lofty and snobbish Woodwarg to be of the highest intellectual merit, they are still considered integral to the functioning of life as a member of the Woodwarg. In addition, Thralls are given the night off from their usual tasks in time to be spent as they wish.
The Festival of the Hunter is held once every three years just before Midsummer.
The Festival of the Hunted
Next Festival of the Hunted: November 2024
The Festival of the Hunted is a festival thrown in honour of those creatures whose lives have been given to feed the lives of Woodwarg in Hvalla. Thanks for their sacrifice is given in the forms of offerings and carvings that are placed at the entrance to the Well. The homes of wargs are decorated with similar tiny carvings that reflect the creatures of Alfheim and no creatures are eaten on the night of this festival.
The Festival of the Hunted is held once every three years during the middle of Winter.
Jorfyl
Next Jorfyl: February 2024
Jorfyl is a large festival thrown over a week’s time in honor of Jord, celebrating the End of Winter. A celebration that almost rivals the end of the year of Stone, the festival of Jorfyl is full of drinking, eating, dancing, glittering lights and clan flags. While thralls must work during the days as per normal,they are given the afternoons, nights and mornings to themselves in celebration.
Wargs from all the different clans unite to dance with each other around the Sapling Stone, jumping over large cauldrons of sunflies as the nights draw on.
It is common that handfastings will occur during Jorfyl and lovers both old and young who jump across the cauldrons, are often seen sneaking off away from prying eyes.
Fenfyl
Next Fenfyl: August 2024
Fenfyl is a festival thrown in honour of Fenrir. The festival of Fenfyl is full of quiet prayer and gift giving to others with wishes for the New Year that is starting. While this festival, held over three nights is similar to Yuletide in the giving of gifts, it is instead focused on prayers for strength and fortitude.
The first night is generally held in prayer with members of your clan. Thralls are allowed to leave their masters for these prayers if their clan’s differ but must return once their clan prayers are complete.
The second night is spent in prayer with your family members all under one roof where each member is gifted a gift to tell their year from the oldest member of their household. This also includes Thralls, though Thralls will sit seperate and open their gift after their masters.
The third and final night is spent in prayer on one’s own, away from others in seperate rooms of the household. All wargs fast for this final day of prayer and ask for guidance, both from their gift given by their oldest family member and from Fenrir himself as the year starts anew.
Cuisine
Woodwarg are primarily entomophagical and pescatarian, and supplementing their diets with a variety of forest fruits and vegetables. While they will eat red meat when they have to, it is generally considered unclean and barbaric. Most Woodwarg can’t stand the taste of mammalian blood.
Because the Graenan River and Safir Lake are so plentifully stocked, Woodwarg fishermen are able to catch a variety of fish, crustacean, and mollusc without worrying about famine, drought, or the need to protect herds or grazing lands.
However, hunting for insects is a more perilous endeavor, as insects are several times larger within the Forest of Glime than any other area of Hvalla. Clipper ants, for example, are large enough to sever a limb between their mandibles. Mothen can easily carry off an unsuspecting Woodwarg. Drekelfly, Linnae, Arthro and Gryllo are most commonly hunted, farmed, and consumed.
Grubs and larvae are highly sought, as it is believed they feed directly upon the roots, soil, and debris of the Sapling, so their bodies are highly concentrated with raw magic.
Terminology
General Terms
Jord’s Children: The wargs considered to be made in Jord’s image
Fenrir’s Children: The wargs considered to be made in Fenrir’s image
Bloodclan: A clan united with another by blood (either by vow or marriage or both)
Clankin: Members of your clan who are also your biological relations.
Magic Weaver: A fortune teller mage of a kind. They are not associated with the Oracles and deal most commonly in small time harmless tellings where they consider a warg and through the rolling of dice, determine what the future brings. The warg’s ‘future’ is often told through an enchantment that illustrates the occurrence in magically weaved story form in front of the young warg’s eyes. (Note: Whether or not what they say comes/is true however, can be purely decided through inferred meanings and the conclusions their clients draw. They are not true future tellers, like Oracles and often deal in harmless fun.)
Insults
Bug Head: Ugly/dumb person
Ground Dweller: Strange person
Sun Soaker: Airhead
Deer-friend: Airhead (When spoken specifically by a member of the Lae-Daudr, this is a light-hearted insult generally aimed at Eik-Saer)
Phrases
“You’re as useless as a larvae!” You sponge off others and exist simply to be cared for.
Local Legends
- On a Summer’s eve if you listen closely enough, you will hear The Well beneath the Sapling start to sing.
- If lovers circle around the Sapling three times to the right, they are blessed to receive a lucky life together. If one turns back to look behind them for whatever reason, it is an ill omen, and the relationship is doomed to fail.
- If a warg pup disobeys the Head Librarian’s rules in the Great Library, they will turn into a monster and swallow the pup whole
- If you bake a pie and leave it beneath a Winter moon, it will become extra flavorsome.
04
Alfheim
Geography
The Woodwarg inhabit Alfheim, a realm of expansive rainforests, broken only by deep, coursing rivers. Vines creep and crawl between branches and insects as large as a Warg nest within the trunks of huge trees.
Bubbling, murky swamps fester in some places beneath a tree line where creatures, horrific in size and nature, lurk beneath the surface of the mud. In places, ley lines appear above the earth’s surface, coursing beneath roots and between plants, leaving the scent of magic in the air.
The largest portion of unbroken forest that stretches between the last river and the cliffs of the Western Sea, is known as the Forest of Glimé. Everything within these woods is gargantuan in proportion. Mushrooms grow as tall and wide as trees. Animals and insects are not only elusive, but easily 3-4 times larger than most.
At the center of the Forest of Glime, sits the Sapling.
The Sapling’s crown rises like a great mountain high above the surrounding forest. Its trunk is massive and stretches for miles and its roots are taller than several wargs. It is within the Sapling that the City of Ljosa sits.
03
Forest of Glimé: The City of Ljosa
The Founding
The city of Ljosa is chronicled to have been founded by the warg Havardr of Clan Forra-Yr, First King of the Woodwarg in 160A. Long ago, the nomadic Woodwarg clans needed to keep moving in order to keep safe within the massive forests and protect their families from creatures that would eat them as soon as they found them. When Havardr, his wife Glimé and their brethren, happened across the tallest tree in the very centre of a massive forest, they knew that this would become their home.
Glimé, aware of the disadvantage their people held when amongst the forest floor, was said to have suggested they make their homes upon the boughs and branches of this massive tree rather than beneath it. To be raised above the ground was surely safer than to be sitting ducks beneath it. The great tree they came to call the Sapling, for it looked like a child of Yggdrasil itself – the tree from legend. In due course, the forest surrounding the tree became treetop dwellings also. The great forest that surrounded the Sapling became known as the Forest of Glimé, named for she who had made their home within it.
Ljosa started as a small city, but the other clans, seeing their First King settle in such a place, began to flock to join him and his clan and Ljosa grew further until eventually, it became the city wargs of present day; slowly blossoming into the greatest city of the Woodwarg.
City Structure
Map of Ljosa
Within the bark of the Sapling is carved Ljosa, the City of the Woodwarg. The tree’s core stretches high into the clouds and its canopy extends out for miles. As it grows, so too does the city’s vast library that makes up its center.
Ancient, primitive, yet exquisitely constructed wooden buildings are adhered directly to the tree and sprout along the exterior bark, rising high above the forest floor. Much of the population of Ljosa live and work suspended above the earth. Each structure is connected by solid wooden bridges and ramps that act as roads that wind around the trees of Ljosa, as well as the miles-wide trunk of the Sapling. The higher the structures, the more important the inhabitants.
Ljosa’s Gates
Appearance
The 3 gates that close the bridges are decorated by twirling patterns of wood. Carved to show depictions of The Sapling, each Gate depicts a different scene from Ljosa’s history. The Sunnja Bridge Gate depicts Jord designing the Woodwarg with Fenrir at her side. The Sunnan Bridge Gate depicts Halvadr founding Ljosa and turning the Sapling into the great city of the Woodwarg. The Liggja Bridge Gate depicts the Woodwarg turning back the Stonewarg forces from the Sapling’s Boughs.
Information
Ljosa’s Gates that sit upon the 3 bridges that cross the river into the Eartheld of the Sapling. Each of them tell a different story of the Woodwarg of Ljosa and recount important parts in the history of the Sapling. The bridges were first burned when the Stonewarg attacked the city and were rebuilt once the siege had finished and the people had begun to repair themselves.
Defenses
No other race has visited the city of Ljosa since the Fog was created. However, for those wargs living in outlying villages and settlements within the Fog’s borders who wish to visit the great city, they will find their journey only grows more treacherous. Great beasts lurk in the shadows of the trees. Bogs scattered through the forest are filled with toxic ponds, venomous reptiles, and pockets of sinking earth that have been known to swallow Wargs whole. There is no quick and easy trek through the woods for anyone other than the Woodwarg, and even they need to watch where they step!
The City itself is manned by a warrior guard and a magical guard. The warrior guards oversee much of daily life while the magical guard stand watch over the Fog. These guards are highly trained and while they are not recommended to use deadly force, they are trained to do so.
There are three primary tiers of structures that are separated by a gate built directly upon the bridges. These gates are sealed by not only wood, but magic.
The Earthheld
The Eartheld (ground tier) is broken up into multiple living districts and markets. The largest district is called the Sunnan District to the South and is filled with the largest range of Woodwarg. It’s a bustling hub of tree-top living quarters broken up by the occasional shop on the forest floor, with a large farmland area within which sits the Sapling Stone. The second largest district is called the Liggja District to the West, filled with fringe dwellers and Hunters who supply the markets with produce and the third, smallest district is called the Sunnja to the East, closest to the Ministry of Mages which lies in the North East – aptly filled with mages who wish to live as close as possible to their ministry of study. There is also an Eastern, Southern and Northern ‘Outer Rim’ of guard towers and walks from which the soldiers of Ljosa overlook the city and its surrounds. While the Outer Rims are watched by guards, mages also rotate upon the edges to ensure that the magic of the Fog is maintained.
Notable locations on Ground-tier include:
Beldroth the Fishmonger
Teasal’s Insect Butcher Shop
Faelyn’s Enchantments & Oddities
Goldenbury Tavern
Willowind Inn
Ministry of Mages
The Three Outer Rims
The Well
The Sapling Stone **Depicted as a major location on the zone map
Tree-homes on Ground-tier are in:
Sunnan
Liggja
Sunnja
The Barkheld
The Barkheld (mid-tier) is full of workplaces and places of scholarly merit. Members of the Ljosan senate, scholars, and mages on emissary from the Ministry of Mages are typical inhabitants, living close to their places of work. Accessible from this tier is the main entrance to Ljosa’s Library (colloquially called the Core which twists up through the center of the tree), the Penbakkir – the city’s bank vault, food/harvest reserves, and secured access to the High-tier.
Notable locations on Mid-tier include:
Entrance into the Core
Penbakkir
The Deep – a prison and dungeon for prisoners
Ljosan High Court
The Leafheld
The Leafheld (or High Tier) reserved for the Archmage (currently Nekelloth) and her family. In place of a palace, the Archmage instead occupies Hightop — a section of the Sapling where sunlight is most plentiful and the views are breathtaking. Some higher-ranking citizens are allowed exclusive access to this tier, but it is usually in service to the Archmage; such as security personnel, accredited scholars, and those who maintain Hightop. The Archmage’s living quarters are modest, but well secured and very elaborately decorated.
Notable locations available in the High Tier include:
Archmage’s Quarters
Jord’s Atrium (gets the most sunlight. Pup naming ceremony happens here)
The Epileneon (very top of the Sapling — where Woodwarg go to study Astronomy)
Settlements
Small villages exist beyond Ljosa that consist primarily of mushroom and insect farmers, as well as fishermen that wish to live closer to natural water sources. These Wargs live in smaller numbers deep in the forest, but still rely on Ljosa for protection, livelihood, and fall within its jurisdiction of law. They all exist within the Fog.
The two major settlements within the Forest of Glimé are located in the far Northeast and Northwest. The Northeastern settlement is called Ljosa-El and the Northwestern settlement is called Ljosa-Ekk.