Table of Contents
Disclaimer
This pack takes influence from Witcher, Ranger's Apprentice, D&D and Nordic runes / language. No harm is intended with the creation of the pack and Vøskarig is in no way an accurate representation of any of the aforementioned.
Parriarchal | Arcane | Nomadic
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ᚺᛟᚾᛟᚢᚱ ᛁᚾ ᛈᚱᛟᛏᛖᚳᛏᛁᛟᚾ
A pack built on the motto survival of the fittest. These large tundra wolves have learned to inhabit harsh northern climates with frigid winters and chilled summers. These wolves are hearty and brutal, yet their way of life is inherently benevolent.
The Herd is wary of strangers that come with promises of grandeur and power. However they are welcoming of dispersals—particularly of orphaned pups—who seek refuge from the harsh climates of the North.
Disclaimer:
Vikindi can mean an unknown creature or wolf. Though in-character they use it interchangeably with creatures and wolves, for the purpose of categorizing them they are separate here.
I.e IC, there may be a time when the Herd is friendly towards unknown creatures but not lone wolves or vice versa.
Claymere: Unaware/Unknown
Stelune: Unaware/Unknown
Xiaya: Unaware/Unknown
Outlanders: Neutral
Vikindi: Curious
ORIGINS
Emerging from the fog not unlike reapers of their domain, the wolves of Vøskarig came to this region on tired paws and with broken hearts. A world of war and familial corruption left them homeless.
The one who led these wolves, Thyre, despaired the most, for it was Thyre's siblings—a brother and sister pair named Grael and Ranveir—that became the pack's downfall; Grael, a master of wit and endurance, and Ranveir, a prodigy of strength and tact, cared little for honour. Instead, the two warred over their father's title as Jarl upon his death to forward their own ambitions while Thyre watched the mayhem unfold from afar. Each side grew in both strength and resentment before finally reaching a boiling point. The battle had been inevitable.
Away from the carnage that carried the scent of death on the wind, Thyre led the remaining survivors to the territory that they would traverse in present day. It was here Thyre promised benevolence in their Northern seclusion by using the mountains to stave off both the ire of those that wished them harm and the cold that threatened them in Winters. The first wolves were products of war and destruction, yet it was Thyre—the sole remaining heir to a Crown lineage—who would alter the fate of their foretold demise.
The survivors learned of the many caverns and passages that connected their region to worlds unexplored, to the valleys that sustained their food and allowed them to practice selective hunting. They grew to love these lands.
It was here Thyre built up the legacy of those left behind, for the mountains held their secrets in blood. Blood that would never be spilt so long as their values remained true.
MODERN VØSKARIG
Present-day Vøskarig is ruled with the understanding that spilling blood is not the solution to life’s challenges. While valour in battle is admired and scars are worn with pride, turning one's aggression toward the Herd is considered a sin and viewed as a sign of weakness in mind.
Aspects of their origins have stuck with them throughout generations, such as a nomadic lifestyle pre-dating the sibling war. Though they call the Mountains of Thyre their home, named after the original wolf who led them away from inner-pack violence, they do not claim the land they walk upon. and often refer to it simply as "the tundra." Instead, present-day Vøskarig follows the path carved by Thyre’s survivors many generations ago: Summer carries them North towards the open seas and an archipelago full of fish while Winter pushes the Herd inland to stave off the brutal cold.
Generations of adapting to changing environments sees the wolves of Vøskarig both large in size, formidable in battle, and sporting light coats, yet their way of life is inherently gentle. These wolves enjoy relaxing leisure time and are unusually progressive, for they foster symbiotic relationships with the regional caribou herds under their protection.
VØSKARIG AND THEIR BELIEFS
The wolves of Vøskarig are not known to worship a single deity as their ancestors might have. In times of duress, they have learned that they can only lean on themselves for support rather than turn to the gods who so easily allowed their predecessors to massacre one another.
In abandoning their old beliefs, the Herd has adopted one anew: They revere Thyre who is rumoured to have ascended to godhood by joining Fjall, a deity of the storms and mountains, in an attempt to balance the damage that was brought onto them all those centuries ago. Though Fjall predates Thyre’s era, he is still regarded as a deity despite his lesser reverence. By adopting Thyre’s ideology, Vøskarig wolves value both life and blood; they understand the importance of living alongside other animals within the world but also recognize anger’s calamity should one take advantage of the pack’s generosity.
After the massacre, during the days of their conception, it is said that a tawny caribou named Elgr forged their alliance with the roaming herds. A caribou in likes of which the wolves had never seen before, larger than the rest of the herd and sporting pointed antlers as opposed to the flat spreads that caribou often wear.
Yet, the wolves of the past did not question Elgr, for they were new to these lands and the species within them. They saw this an opportunity and, as generations progressed, rumours about the caribou with pointed antlers became something of mythical legend.
BELIEFS
Blood
The blood of all creatures is sacred. It is believed that to spill without an issued challenge is to wish maleficence upon a wolf, thus cursing them to a life of suffering.
Crowns
Referred to the royal lineage that dates back to Thyre and their siblings. Crowns are revered for their leadership and benevolence, yet feared for the brutality that comes with their name.
Spirits
Spirits are projections of creatures that once lived. Often used to speak of the Vøskarig’s ancestors, it is now used interchangeably with the sightings of their revered.
Omens
Omens are signs of things to come, whether good or bad or neutral, physical or envisioned. It falls to the Druids to interpret these signs sent from the storms and guide the pack in a direction that lessens harm.
Askadr
Often referred to as “The Realm of Thyre”, Askadr is the afterlife in which the Herd believes they travel to once they have died with honour. They are guided to this paradise by Thyre themself.
Curses
Done onto oneself or others, a curse is a promise of lifetime suffering and often coincides with malevolent intent promoting bad luck and karma.
The Herd
A term of endearment when speaking to or about someone or a group belonging to Vøskarig. (i.e “Protect the Herd at all costs.”)
NAMED BEINGS OF INTEREST
Thyre
The saviour of their ancestors, Thyre is revered as a genderless wolf sporting dark colours resembling that of a mountain’s foundation. They are known for their generosity, understanding, and their ability to brave any storm. It is said that their descendents tend to sport darker pelts. As a result, those with black or adjacent coats are often admired.
Fjall
The appearance of Fjall is contested by many, yet most seem to agree that his sightings are a rare occurrence. Often mistaking him for a monstrous figure in the fog, it is said that Fjall sports a smokey grey coat with white eyes that light the skies in a storm. The idea of Fjall predates Thyre’s era and is seen as an older deity.
Elgr
The benevolent guardian of the caribou herds, Elgr is described as a tall caribou with pointed antlers that reach upwards and a tawny-brown coat. There are arguments that he is white to better blend with the snow, yet time has eroded the truth.
Grael and Ranveir
Though not considered a deity by any means, it is said that those with malevolent intent have been possessed by the spirit of Grael or Ranveir in their respective archetypes. It is an insult used among the pack—and one not taken lightly, for it is seen as a curse needing to be cured through trial and good deeds.
Please be advised that wolves who act against Vøskarig’s Laws or the Jarl's word may be inflicted with in-character consequence.
Please DM your Jarl if you are wanting your wolf to disobey!
THYRE’S VALUES
Actions have consequences. For every good or evil there is an equal consequence. Those who commit crimes will receive punishment befitting their crime.
Spilling blood. Spilling blood unnecessarily is a punishable crime. Always issue a proper challenge before a fight.
Using strength. Strength and fang should be used as a last resort and should never—under any circumstances—be used to harm a pup or pregnant/nursing individual.
Follow the Shepherd. The Storm Shepherds know the way and, regardless of rank, should be followed to ensure the safety of the Herd. This is especially important during blizzards.
Respecting life. Wolves kill to eat but that does not make any other life inferior to their own. Respect the cycle of nature and only kill when necessary to sate hunger.
Protect the Herd. For both the kinship that binds the pack and the herds they protect, protection of the Herd is considered a priority. The caribou sustain their way of life throughout winter; without them, the pack would not be who they are today.
The Jarl’s word. In most cases the Jarl’s word is law, but there are times when questioning is permitted. Do so with curiosity and not anger, lest a wolf wish for punishment.
OTHER LAWS
Share and protect Thyre’s Value’s at the cost of arrogance.
Cursing. Wishing ill–will unto someone or their family is considered sinister and disrupts Thyre’s values. Though not punishable, it is heavily frowned upon and considered cowardly.
Marriages. Marrying within the Herd is permitted and need not be approved by the Jarl, but in order to have a celebration it must be discussed. Courting an individual outside the Herd is permitted under the stipulation of joining the Herd prior to marriage. Thralls and Squalls may not marry.
Leaving the Herd. When an individual leaves the Herd, they forfeit their membership. Any last name or possessions gifted by the Herd are revoked, stripping the individual of ancestry.
Trial of Storms. Every young adult and Thrall must undergo the Trial Of Storms ceremony (RPing or Picture encouraged but not required).
Outsiders. Vikindi—loners—are treated as guests, yet prohibited from entering the Herd’s campgrounds unless permitted by respective ranks. (Rank II and higher. The exception to this is if a wolf is injured.)
Crimes. Crimes are dealt with on a case-by-case basis but may be punishable by Thrall tasks, proper challenges, scars, and more uncommonly, exile.
Hunting. Every wolf within the Herd is expected to hunt. To provide for the young, old, or unable. Children, nursing mothers and elders are taken care of first, then the rest may eat by hierarchy. Only Shepherds may partake in the killing of caribou outside of celebrations.
Trial of Storms
A coming–of-age trial that all adolescents (9-12 months old) and Thralls must partake in before obtaining a task within the Herd.
Midthrim
A festival celebrated on or around the Autumn equinox. The pack marvels in revelry before beginning their journey South in time for the colder months.
Midyule
A festival celebrated on or around the Spring equinox. The pack marvels in revelry before beginning their journey North in time for the warmer months.
Burials
Herd members who have passed on are mourned for a night in silence before being buried in their respective Winter location. Those who pass elsewhere are taken to their burial site by volunteers.
Dagrnott
Commonly known as the “Night of Thyre”, it is a lesser celebration that happens during the Herd’s first witness of aurora borealis upon their journey North. The gentle lights are thought to be Thyre’s blessing.
Curing Curses
Curses are believed to be carried as a life-long punishment in consequence to unspeakable actions. If a curse is light enough, however, it is believed curable within a hot-springs on the first night of Dagrnott.
Cleansings
Cleansings are performed by the pack’s Druids. Often in prayer or with the use of medicinal practices.
TRIAL OF STORMS
In ancient times following Thyre’s era, wolves would perform the Trial of Storms amidst a blizzard. Yet modernization recognizes the fault in this—they have lost many wolves (and caribou!) to the mountains and would prefer. . . not to.
The Trial Of Storms (capitals) is a trial that tests an individual's sense of smell, direction, resourcefulness and ability to commune with the prey that sustain them. Failure to do so does not forfeit an individual’s membership, yet they must learn more from the Herd in order to try again. ( Members will be permitted to “opt in” a rng roller to decide whether they pass or fail, should they so choose. Please notify the Jarl at time of purchase if you would like to opt in. )
DAWN
Two or more Shepherds depart from the campgrounds to mingle with the caribou herds. They will be the ones to choose which caribou is being chased for the trial and upon doing so, will chase them swiftly and quietly outside of the herd’s range. They will continue this for a half–day, only keeping near to ensure the safety of their chosen caribou.
It is typical practice to chase the caribou far from the pack. Amidst a mountain pass or forest where there are obstacles that may hinder a Thrall’s ability to retrieve the animal.
MID-DAY
From the midday point, the Thrall participant is permitted to leave the campgrounds in search of their quarry. Their goal is to find the caribou amidst the harsh Northern climate regardless of weather.
Once they have located the caribou, they must do everything within their available power to convince, coerce, force or guide the caribou back to the herd without injury. They must defend the caribou against attacks, if any, and prove themself to be a trustworthy ally befitting of the Herd.
POTENTIAL DISQUALIFIERS
If the caribou is injured in any way, shape or form.
Seeking help from Shepherds. Getting lost or injured in such a way that prevents continuation will stop the trial altogether. The Shepherds will be called to escort both caribou and participant home.
Groups may partake in the trial together. Though groups are permitted, the difficulty for success is lowered by adding another caribou to keep the trial fair and balanced.
*If there is more than one participant, an extra caribou and Shepherd are added to ensure equality.
Only adolescents (9-12 months) and higher may partake. Due to the nature and size of the caribou, only those old and large enough may partake in the trial.
Extended time. If the individual does not return home with the caribou by moon-high, then they have failed the trial.
Accompanying Shepherds will be tasked with adding obstacles in the initiates path. Such as faux ‘attacks’, sounds to spook the caribou or other.
If a participant fails their trial, they may try again after a moon’s cycle.
Additionally, the way this trial is set up allows (very welcomed) potential for favouritism or biases. Please message your Jarl if you would like to plot.
NAMING CEREMONY
Honour is a sought after virtue for the wolves of Vøskarig. It is their inherent belief that achievements should be praised and failures should not be named, but learned from. In doing so, the Jarl offers a naming ceremony for wolves who had done the Herd a great service. Most naming ceremonies will come after the tolls of battle or of great impact to the herd. For example, a wolf who protects a young fawn may be bestowed a title to signify their bravery. Or an elder who protects the Kyn in battle granted a title to pronounce their courage.
The ceremonies typically happen right then and there following the achievement, yet in the case it doesn’t—they typically happen at dawn so that the pack may welcome this new version of their Kyn with open arms.
“Today the Herd has witnessed a great act of [adjective i.e bravery, courage, etc]. With the honour of Thyre, I bestow a name befitting of the wolf who receives it. From this morning on, [name] shall be known across the snowcaps as [name, lastname]. The Herd welcomes you.”
Common lastnames include: Swiftstep, Braveheart, Ironjaw, etc
BONDING CEREMONY / MARRIAGES
Weddings within the Herd are often lively social gatherings. After exchanging vows officiated by the Jarl, favourite foods are presented to the newlyweds as a symbol of jubilation.
Despite the pack being progressive in who can get married, it is a strong belief that the number 3 in particular holds a negative connotation due to their origins. Two allows for equal admiration and endearment, whereas three breeds trouble and resentment as it did with three siblings. Four or more however, hold no connotations and though rare, are welcomed.
DAWN
Bonding ceremonies are traditionally held in Summer at night amidst Thyre’s Peak, but requests for the ceremony to be held in a different season aren't uncommon. Upon selecting a date, the day begins with the Herd preparing for the celebrations to come. At dawn, a few things happen in preparation:
Wolves are sent out to hunt for the couple(s) favourite foods.
Items and trinkets of sentimental value or symbolism are collected from friends, family & the Herd at large.
A crown made of bramble and small branches are weaved together, by Runesmiths, to look like antlers and presented to the couple to wear.
The space used for the ceremony itself is decorated with skulls, shells, vine garlands, feathers and anything else the Herd can find.
TWILIGHT / EVENING
By noon, most preparations have been or are nearing completion. With the setting of the sun, the pack is gathered and the couple(s) arrive adorned with their crowns. They walk among their kyn and receive words of luck, congratulations and affection.
At the head of those gathered stands the Jarl to officiate the ceremony. It is then decided whether the couple(s) would like to speak private or public vows.
Once vows have been exchanged beneath the night sky or light of an aurora borealis, the individuals will draw blood from their paw pads and press the shallow wounds together. This marks the conclusion of the ceremony, their blood and future kyn united.
After proclaiming them wed, pack members are then invited by the couple(s) (if they so choose) to adorn their crowns with sentimental trinkets and gifts (feathers, lichen, berries) in acceptance to the newly wed.
Following the formal welcome of the newlyweds, the festivities continue with gifts hunted by the Herd, mushrooms & fermented fruits, cheerful songs, dancing, and heartfelt (or embarrassing) stories told by the pack.
BLOOD CHALLENGES
Despite the name, these events are eagerly awaited by members of the Herd. When verbal resolution fails to settle a conflict, any party involved may initiate a Challenge. Refusing a Challenge is deemed cowardly and upon completion, the victorious participant may choose a punishment befitting the crimes of the defeated party should they be at fault.
Usually occurring at dusk and under the watchful eye of the Jarl, Challenges are announced publicly once issued. Attendees are expected to prepare for the event by hunting for the occasion.
There are some situations—although rare considering the thrill of the spar—that the Jarl may refuse a Challenge for those involved: Sibling squabbles, too young, too old, not enough evidence or simply too childish in the eyes of the Jarl may be reasons a Challenge is cancelled.
BURIALS
Burials are an integral part of the pack’s history. Upon the death of Kyn—be it Jarl, Thrall or anything in between—their body is brought to the Winter grounds, Vaegherdys, for a proper burial. Regardless of where they have passed, volunteers (typically family or close friends) make the journey with their body in tow following a single night of silent vigil prior to their departure.
Once they have been buried at their Winter grounds, a proper remembrance at Nyrar is held to ensure a safe and peaceful passing into Askadr, an afterlife befitting of jarls.
NYRAR
Nyrar, roughly translating to “New Year”, signifies the beginning and end of things in the material world. It is a celebration of both death and life, welcoming the longer days and paying respects to their ancestors, their recently dead and the darkest days that are put behind them. It is a celebration of the year they have lived alongside the aspirations they may have for the upcoming year.
Of their holidays, it is the most important and most looked forward to. Normally falling on or around the Winter solstice, a time the Herd has come to recognize as the beginning of a new year. A time when Spring is determined to be on its way and they may think about making the journey North again.
The celebrations can last anywhere from a day to a week, yet it is filled with feasts of various kinds. Fasting is required to ensure all the food does not go to waste, but hunting—creatures aside from caribou unless there is one ready to pass—are more than welcomed during the first few days. It is during this time that the Herd encourages allies in good standing to join them in festivities. A time when trade is heartily welcomed, a time when The Lost may revisit to return to the Herd or simply be with family.
ACTIVITIES
Forgiveness. During this time, it is encouraged that those in poor standing with one another forgive the debts they are owed. Holding a grudge, shame or guilt–though not a sin–is considered heading into the new year with negativity and welcoming bad luck into the individual’s life. In this forgiveness is peace of mind. If disputes cannot be handled with words, challenges are welcomed to settle more blood-hungry debts. Letting go is considered honourable and those that do so in front of the Herd are welcomed with a chorus of cheers.
Welcoming community. While the Herd normally maintains a healthy distance from nearby packs, Vikindi and other beings are welcomed on the days of Nyrar. Trade is heavily encouraged for feasts as foreign meats are considered exotic and rare. Nearby allies within good standing are welcomed to their campgrounds for celebration and games.
Crown carvings. The crowns of caribou are known wildly throughout the Herd. Each wolf, at some point in their life, is expected to keep and maintain the skull of a caribou they (previous Shepherds) have downed. A symbol of acknowledging how they maintain nutrition in the hard months. Come Nyrar, it is here that other individuals outside the family may offer to carve a small design in their Kyn’s skull. To some, it is an intimate affair. To others, it is acknowledging that Kyn are an extension of oneself.
Remembering the dead. With the celebration happening at the burial ground of their ancestors, it is only good practice to mourn those who no longer hunt with them. Telling stories of their achievements and honours, and offering morsels of the feast to the graves of those who have passed on is considered good–practice. Similarly, it comes with the belief that the spirits will pass on free of starvation and thus will not come back as Kraelr.
FESTIVITY
The festivities themselves happen on or around the Winter solstice or the end of the year.
Decorating their campsite. Sprigs of mistletoe, bushes of holly, brightly coloured feathers, shells and many more items are used to decorate the dens they have taken refuge in. Pelts are dug out from dens to sit together communally, individuals are encouraged to bring out their treasured skulls for later carvings. It is here before the feast that fruits brought from the North are consumed after a period of light fermentation.
The feast. Following the introduction of guests, individuals may partake in the exchange of foods in a feast. Prey animals from outside their region are welcomed and savoured. The meal grants them a time to catch up and build upon the friendships within and outside of the Herd. Out-of-season fruits stored in winter caches may also be retrieved for revelry.
Dancing and games. The rest of the day is devoted to enjoying the company of friends and family, and engaging in friendly yet spirited competitions. Activities include games like tag, keep-away, friendly spars, crown carvings and among the Herd’s favourite—dancing.
As the sun begins to set and wolves begin to settle from festivities, it is amidst the lowering of the sun over the horizon that they sit in a smaller sort of vigil. Appreciating the last rays of the shorter days and welcoming the return of sunshine come morning.
The Dark Song. Following the vigil’s silence, the Herd and those from outside it are encouraged to participate in what they call “The Dark Song.” A song dedicated to scare The Dark Hunt—a group of Kraelr rumoured to take souls from their resting places and join them in their ventures—away from both themselves and the graves they protect. Though it starts with the Jarl, anyone may participate to help bring the celebrations to an end.
MIDTHRIM AND MIDYULE
Two lesser but eagerly anticipated holidays mark the transitions between seasons. As Spring [Midyule] arrives, signaling the thawing of snow, the pack embarks on their journey northward to their summer grounds. Conversely, as Autumn [Midthrim] approaches, they set out southward to avoid the encroaching cold of winter.
Before their departure during these seasonal shifts, the pack indulges in hearty feasts to prepare for the arduous journey ahead. Recognizing the draining nature of traveling through varied climates and terrain, they gorge themselves on a variety of foods to ensure a strong start. In Spring [Midyule], their fare includes deer, boar, birds, and other inland creatures, while Autumn [Midthrim] sees them feasting on fish, crabs, seals, and other marine life to sustain them on their journey.
DAGRNOTT
Less of celebration yet tradition all the same is the night of Dagrnott. Once the snow has begun to melt and the pack begins their travel North once more, they celebrate the night on which they observe the aurora borealis for the first time during their travels. The night is never planned and always comes to a surprise, yet it is one held in celebration regardless for it is rumoured that the lights signify a blessing from Thyre themself. It is a symbol that good is to come in the new year—yet conversely it is considered a bad omen if their first sighting lands on a day beyond the first two moons.
Following the first glimpse of the lights, the pack break from their chores. Kyn are encouraged to hunt as quickly as they can, sparing the caribou and focussing on smaller prey instead. Once food is collected, the night is filled with song, dance and old berries.
Parriarchal
A neutral term for matriarchy / patriarchy. A system on which leaders do not typically align with a linear gender.
Jarl
Pronounced “Yarl”. The leader of the Herd.
Herd
May be referred to as “The Herd” or simply “Herd.” It is a term used between pack-members meaning the pack itself. Capitals used to differentiate from the caribou herd and their own members.
Campground
The Herd do not have territory in the traditional sense. Rather, they have campgrounds throughout their travels. They do not claim ownership of these lands yet will protect those within a certain radius.
The Battle Of Dreyri
More uncommonly known and little referenced, the Battle Of Dreyri is the battle of which Grael and Ranveir fought. Before Thyre guided the pack to peace.
Vikindi
Unknown creatures of varying species. Often used for lone wolves who cross their borders, though used interchangeably with species they've not come across before.
Kraelr
Spirits, mostly of the malevolent variety. Often used to describe Grael and Ranveir and used as an insult. (i,e “Careful, your words are laced with Kraelr.”)
Kyn
A term used for family or family-like kinship. Often used as a term of endearment for pups.
Fylgjas
Pronounced “fel-ghas”. A term used for a bonded or married pair or pairings.
Blood Debt
A wolf who owes a debt or punishment to someone they have wronged. (i.e “He insulted my achievement. I am owed a blood debt.”)
Blood Bound
Blood Bound or Bloodbound typically refers to wolves who share a strong comradery through experience, childhood or battle. It is an endeared term for ‘found family’. (i.e “We are bloodbound, brother mine.”)
Crown
A term used for someone who holds blood-ties to Thyre’s lineage. Also used to describe caribou antlers.
The Lost
Previous members of the Herd who have renounced their membership. With this comes the revocation of their last name, all possessions (caribou skulls mostly) relating to the Herd and their heritage. They are considered “lost” in a way, as if they’d lost themselves to the world beyond the Herd.
The Dark Hunt
A group of Kraelr that predates Grael and Ranveir’s deaths. They are rumoured to hunt in the skies at night, particularly around winter when nights grow longer.
“May your skies be clear.”
Words of parting, implying safe travels.
“Good tidings.”
Words of greeting, a blessing. I.e “Good tidings to you, Kyn.”
“May the storms slumber.”
Foreboding words wishing good luck upon someone.
Please note that saying titles before a given name is not a necessity as the Herd believes in equality.
RANK 1
OBERJARL
The leader of the pack. Typically a Shepherd by nature, but not necessarily. Their word is law.
SVASSIR
The Jarl’s beloved and chosen partner. Though they are given title and higher authority, the word of the Jarl is above their own.
RANK 2
(non-purchasable, must be assigned by the pack leader)
KAPPIR
The second-in–command and chosen champion of the Jarl. They are typically picked from the Wardens, but not always.
ARCH-DRUID
The wisest of Druids, chosen from the highest ranking Druids to offer counsel to the Herd and Jarl.
STORM CALLER
The watcher of Shepherds, chosen from the highest ranking Shepherds. In times of travel they take the lead of the Herd, ensuring safety.
RANK 3
Lady / Lord / Laird
The highest achievable rank without being picked for those mentioned above. These wolves often schedule shifts respective to their tasks, teach those beneath them and offer punishments to those who do not follow the codes of their task.
RANK 4
Karl
The mid-tier rank. They are allowed to offer insight to Squalls, yet most teachings go through Ladies and/or Lairds. Karls are often seen as seniors in their chosen task, relied on by the Lairds and Ladies to carry out duties quickly and efficiently.
RANK 5-6
Squall & Sr. Squall
The lowest of a given rank. The students learning in their chosen task. Squalls are the grunts of their chosen task, often performing undesirable tasks if there are no Thralls available. They are allowed to wander as they please, but are expected to be available for training or busy work.
RANK 8-7
Thrall & Sr. Thrall
The lowest rank within the Herd. Though they are treated well, they are essentially butlers of the Herd. Sr. Thralls are "given" to a specific task. They are to shadow those within their desired track with the intention of joining them at the Squall level. Thralls are typically given undesirable jobs. Things such as changing bedding, restocking reserves, cleaning the campground, etc.
RANK 8
Kyn
The pups of the Herd under the age of 6 months. Typically too small for a task.
STORM SHEPHERDS
The protectors of the herds and navigators of the pack. Shepherds are known for their adept ability to read the skies not only for their stars, but for the changes of wind that suggest the threat of an oncoming storm. They know the routes of sought–after prey outside of the caribou they protect and befriend. Seen as mysterious individuals, Shepherds can be seen relaxing with the herds adorned with a caribou’s skull. (They cannot run or walk with it, however. It is too heavy and unstable to do so.)
They have acquired knowledge throughout their life, either within or outside the Herd, to ensure safety during travel. They know which tunnels to take, which peaks house bighorn sheep, and where the lakes and rivers are by memory. More curiously is their adept knowledge of the caribou language. They are led by the Storm Caller.
DRUIDS
The medicinal historians of the pack. Druids are held in high regard for their intellect and ability to differentiate plants within their region. They are the ones that hold the secrets of their ancestors. Their ability to provide information on the Herd’s customs and traditions as well as knowledge on how to cure the wounded is incredibly valuable to the Herd.
While they are able to read the stars and storms, they do so for a different reason: Picking out interpretations—omens or signs—that others might miss. They are relied on to work in tandem with Shepherds to ensure a safe travel between their seasonal homes. They are led by the Arch-Druid.
FROST WARDENS
The warriors and scouts of the pack. Although not necessarily made up of the Herd’s famous strength, Frost Wardens possess the skill and cunning necessary to protect the pack from danger or harm. They stay high above grazing valleys to ensure the safety of the Shepherds while said Shepherds protect the caribou herds.
Though they may often be used as envoys to run messages between members of the pack and other packs alike, this particular skill is called upon less and less considering Vøskarig’s nomadic roots and secretive lifestyle. They are led by the Kappir or Jarl themself.
RUNESMITHS
The crafters and skinners of the pack. These wolves have learned the ways of tool precision, using carefully honed attention to detail to skin good kills into the finest pelts used for bedding, ceremony, or trade. They have the knowledge of Herd-specific runes that mark their paths and often work in conjunction with the Shepherds during feasts.
These wolves are relied on for their ability to craft and utilize nature's elements in a way that benefits the Herd, from maintaining skulls to cutting flowers to curing meats in the harsh winter months during travel. These wolves are essential to preserving physical objects that the Herd utilizes.
FOG HOUNDS
The nomadic traders of the pack. While a fairly new rank created under Valera’s rule, Fog Hounds are important diplomats who collaborate with Runesmiths to ensure the Herd has valuable, potentially hard-to-get inventory. They take what collective goods the Herd has prepared for trade and head South past the mountains.
Trading with outsiders can gain the Herd anything from herbs to skulls to exotic meats. Hounds are tasked with knowing what the pack needs or wants and obtaining it for them through these diplomatic exchanges. It is typical for two Hounds to leave the pack at a time while those remaining scout the pack's territory for more items of interest.
[ OOC note: as this rank is new, rank-ups will require collaboration with Valera. ]
If you are unsure about anything, please reach out to your Jarl with questions!
THE TRADITIONALIST [Priority]
Born and raised within the Herd, the Traditionalist values everything that the Herd stands for: Protection of their flock, wariness of outsiders, and a love for everything that is their Northern climate. They are the protectors of caribou, the ones their herd has come to rely and trust the most.
Young or old, these wolves are heralds of the storm. Being a pure-blooded Herd member boasts size and a coat that typically blends in with their cold environment. Whether they were alive for a time that predates the current Jarl or they're mourning the loss of the parents from The Blight, they are welcomed within the Herd's campgrounds.
Physical traits include large size & white or light pelts. This option offers characters to start at rank 7, Sr. Thrall.
THE WANDERER
Your wolf was not born into the Herd. They are considered different, be it that they sport an accent, body type, or colour unusual for the area—or simply that they hold not the proud heritage of their fellows. Yet, something about your wolf has tickled the Herd's curiosity. Your wolf has acute knowledge of warmer landscapes, stories the Herd has never heard before, and overall experience that the pack seeks to understand.
Your wolf hasn't attracted their ire and thus are treated better than imprisoned Thralls, yet they wish for you to learn from them just as much as they would like to learn from you.
THE PRISONER [ 2/2 ]
Whether by accident or completely intentional, your wolf has been caught attempting (or succeeding) in stirring up trouble. This may be through approaching the camp or chasing the caribou (perhaps even killing one). The herd has chased your wolf down and now you must spend however many months as their Thrall, a wolf who is forced into servitude as a result of their misdeeds.
Your punishment? Serve any and all ranks above your own. Your wolf is kept under lock and key, forbidden from leaving without an escort. Night-time sees your wolf kept away in a den guarded by one of the Herd's brutal Frost Wardens.
Your only choices now are to escape or assimilate.