“Look at them run, sister! They see but two of us and flee! And with such riches covering their body... Let us see which is faster, his fat little legs or my thrown spear.”
- Torphin Runeaxe to his sister
In the very south of the world, one can find the Runaharrani tundra, with people just as cold and harsh as the land they call home. Due to the limited resources of their homeland, the Runaharr have adapted to a nomadic lifestyle. Their needs often have them raiding neighbouring lands, as these raids are not only a means for resources but also a right of passage for many young Runaharr. When they are not out pillaging and plundering, the nomadic people of the Runaharr spend most of their days in their clan huts and tents, working to preserve any meat from the veil monsters that the young men hunt. Hunting is as much a way of life for the Runaharr as raiding, with many who break from the traditions of their people and travel to the northlands often finding work as monster trackers and hunters.
With nothing but tough grasses and the few prey animals as well as the monsters that feed upon them, this has led the Runaharr people to make their homes, clothes, and even basic tools from metals, furs, leathers, and bones. With most of the metals not being mined locally but rather taken as part of their rights of passage rituals, for a Runaharr to own an iron tool or weapon is to be seen like one would a noble in other lands.
Pale to tanned skin, fair to redheaded, and tending to have blue to grey eyes.
170-190cm in height, though they tend to be on the taller end of that range.
50-60 years based on conditions, as their lives are harsh.
The Runaharr are a harsh race, and their god is as harsh as they are. Udarr is a seemingly uncaring god that challenges his followers to prove themselves to earn his favour. The Frost King, they call this aspect of the god, seeing his challenge to prove themselves as a rite of passage through his icy path, a guide that enables them to survive their harsh homeland and all that is thrown at them. Not only are they eager to prove themselves in battle, but they are eager to take on dangerous threats in the form of creatures that have crept through cracks in the Veil.
The Runaharrani tundra is a frozen wasteland, with only tundra grasses and sparse shrubs, and rolling frozen plains to the south. Charas Pass to the north is their most often used path into the Deadlands and into the north, where they raid the Thalach border, as well as the Velani Swamps and the Malmr Hollow Mountain.
The Runaharr have a mostly tribal clan culture, and each clan roams the tundra, following the herds of tundra mammoths. Raiders are a special class of citizen amongst the tribe's brutal and harsh way of life, and while they are afforded some status for their successful ventures. Each and every member of their clan works to ensure their survival, with children learning to hunt and fight at a young age.
Traditions are passed down within the tribe through the spoken word, as very few Runaharr know how to read, and even fewer know how to write. Important events may be recorded at the Gathering Grounds by a tribe and carved into stone with the few rudimentary signs they do know. These can be great hunts, great warriors falling in battle in grand ways, or other important things a clan wishes to show off to other clans that pass through.
With no access to wood or metal outside of what they pillage, nearly all buildings are rounded yurts made of hide, fur, and bone. There are a few large stone monuments that they gather around for trading between tribes, the largest being the Gathering Grounds, where most tribes will often pass by to gather news, information on hunting, trade, and generally relax for a few days before moving on.
Having little in the way of trade goods and little wealth aside from monster parts and hides, the Runaharr trade very little with the outside world. Instead, they prefer to take what they want from others and trade personal possessions between clans for simple goods or iron tools, as well as weapons taken in raids that they cannot or have not had a chance to acquire for themselves. Silver is also highly prized for it's effect on the Varigu.
Due to the harsh conditions of Runaharrani life, very few slaves are ever taken, and the ones that are don’t usually last within a tribe for long. Be it the tundra, a jealous warrior, or their hatred for outlanders; slaves in these lands are put to the most grueling and labour-intensive tasks with little to no food, working until death claims them.
Regneir made the name of this one up, sorry, there isn't a cool wikipedia rabbit hole to dive down on this one.
Loosely based Early Iron age Scandinavia, Vikings, and with touches of nomad Hunnic or Mongol cultures. This can be useful when finding a real-world equivalent for your character design, name, or construction inspiration. In-game, the Vanir are a useful source of assets.