Table of Contents
Parriarchal | Arcane | Nomadic
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Below are things of importance to the Herd and their culture, with extra lore and lists and prompts to fill quiet times for members. They are not on a need-to-know basis, but still a fun part of their culture.
Activities will be added overtime as the pack develops. If you have any ideas, please feel free to suggest them!
DANCING
Dancing is a form of expression among the wolves of Vøskarig. While evident in nearly every celebration, it is much more complex than simply moving one's body to the tune of a song or the melody of night.
Typically, two or more partners bow to each other before partaking, signalling that each participant reciprocates the desire to dance. The dance itself can be intimate between partners or jovial among friends and family. Choreography often includes moves ranging from bounding leaps to playful circling to intimate touches depending on the dancers involved.
Though commonly reserved for celebrations such as bonding ceremonies, solstices, and Dagrnott, this pass-time can spark up a night of festivities if enough Kyn wish to partake.
RUNESTONE DRAWING
At their North and South dens sit each a large boulder brought by their ancestors. These are the centerpieces of their camps, symbols of their culture and identity, and the anchors that keep them tethered.
A much less formal activity is the drawing upon these renowned stones. Though it is primarily pups who are encouraged to decorate its face, the Herd is indifferent to older wolves painting the stone with prey-blood, berries, or even rare clumps of clay found in their southern campgrounds.
The stains that remain come spring melt are seen as the foundation of Vøskarig’s legacy. As a result, wolves of all ages from the past and present have tried to leave impressions of their paws along the base. (Alongside some unsavory depictions from jokesters and once-pesky teens.)
SEAL DODGING
A much less accepted form of entertainment—one that often brings disapproval from the Jarls—is something called seal dodging.
Their travel route South brings them to the beaches of Seal Point, a beach of ice, sand, and rock often filled to the brim with seals of all kinds. Among the small, prey-like sea pups is the king of such beasts: The walrus. They are large, aggressive, and travel in groups that dominate a portion of the beaches.
For some reason, youthful wolves filled with teenage angst find it hilarious to tease and provoke these creatures, goading them into a chase in hopes of dodging their lunges, teeth, and body slams. A small game of chicken, if you will, for the last one standing is often crowned the least cowardly—but also the most likely to break a limb.
CURSE CLEANSING
Just don't get cursed
(Coming soon!)
BEAR HUNTING
The wolves of Vøskarig have always had to compete for food, medicinal resources and, more uncommonly, territory inside their frigid tundra. While they do not claim the territory they traverse, there are times when large apex predators have threatened their peaceful, nomadic ways. Thus was born a tradition:
Bear Hunting.
Bears of all kind, though namely polar bears, pose an active threat to the caribou and wolves themselves. Being at the top of the food chain, there is little predation to keep the bear population in check. As such, the Herd will often actively hunt them should they come within a certain radius of either caribou or wolf. Their meat is savoured and feasted upon and those who make the final blow are often gifted with the bear's pelt; an object of reverence and respect. (And of course, warmth.)
A hunting party must include:
5 wolves minimum
At least 2 Wardens
At least 1 Druid
Every kyn should acknowledge the dangers that come with polar bear hunting. As such, a random d20 roll is available for injuries should players choose.
Only active characters and those with an exit piece will be mentioned here. Characters who have left due to inactivity will not be listed.
ACTIVE PLAYERS
Valera Nightsong
Named for her cunning ability to blend into the shadows of night.
Name
Reason
DECEASED
Lincoln Lionheart
Named for his incredibly kind and benevolent heart and protective nature.
Name
Reason
All the listed task prompts below are eligible to be used for a rank-up, including those in each randomizer.
STORM SHEPHERDS
The protectors of the herds and navigators of the pack. While it is a Shepherd's duty to guard and perform upkeep on the herds that sustain them, it is also among the Shepherd's responsibilities to map out dangerous paths, guide the pack during journeys north and south and of course, ensure the longevity of both herd and prey surrounding the Herd's campgrounds.
Their duties include:
Protecting and ensuring the caribou's safety (learning basic fighting/defence)
Memorizing the stars for navigation
Familiarizing themselves with weather patterns
Searching, maintaining and charting paths for the Herd
Logging prey and other predator populations
Click here for a RP prompt randomizer!
DRUIDS
The medicinal historians of the pack. While it is a Druid's responsibility to ensure that the Herd are within good health, that is not the entirety of their task. They are the lore-keepers of the Herd, the ones who interpret the stars and storms and who share pack tradition with pups and outsiders alike.
Their duties include:
Healing the sick & injured of body & mind
Learning of territory herbs, their uses and seasons of bloom
Leading cleanses, offering insight involving spirits & curses
Star, storm & omen interpretation
Teaching (or maintaining!) the young or new of Herd traditions
Click here for a RP prompt randomizer!
FROST WARDENS
The warriors and scouts of the pack. As their name implies, they are wardens of the Herd. They ensure the safety of the Herd by guarding kyn, prisoners and anything else of interest. They are the keepers of Vøskarig's fighting style, watchers of predators and in times of duress, messengers between kyn.
Their duties include:
Fortitude training of body and mind
Learning the difference between hostility and curiosity
Ensuring Shepherd & Herd safety
Accompanying Shepherds during their tasks, especially when traversing dangerous routes
Peacemakers of the pack in conjunction to Druids
Click here for a RP prompt randomizer!
RUNESMITHS
The crafters and skinners of the pack. While best known for their ability to carve runes into stone, these wolves are more than simply smiths. They curate pelts from big hunts, create trinkets and crowns for festivities and aid in the curation of meats and herbs. They are a vital part of the Herd. Their task: To ensure an easier life for their nomadic kyn.
Their duties include:
Curing pelts & herbs for use, creating trinkets (sacks, bramble crowns, tools, etc)
Working in conjunction with the Shepherds to ensure prey aren't being over-hunted
Maintaining the runes used by the herd (on paths, at their dens, etc)
Learning the skinning profession
Click here for a RP prompt randomizer!
FOG HOUNDS
Coming soon I'm just a lil sleepy
Below are a list of commonly seen runes and symbols used among the Herd. New ones are being formed every generation, so feel free to suggest one!
THE HERD
This is the symbol most commonly seen in the tundra. This is the symbol of the Herd, the symbol that sits upon their northern and southern den boulders and the ones that Vikindi and members of Vøskarig are most familiar with.
If this symbol is present, it is very likely that Vøskarig wolves make this their home during their travel routes.
This rune is seen in but not limited to:
Sumarheim, Haustholt & stopping points along their travel routes.
SAFE PATH
Another common symbol seen in and around campgrounds and general travel routes is the symbol for "safe passage ahead." This symbol indicates that the path is safe for wolves of all ages and caribou, typically indicative of fields, flatter forests or shorelines.
This rune is seen in but not limited to:
Sumarheim, Haustholt, Winterwood, Ravenwood, Goldstring and Ljóslake.
DIFFICULT PATH
Crossing over their safe path rune is the symbol of a "difficult path ahead." This symbol indicates that the path ahead is difficult terrain for both wolf and caribou, warning to take an easier route if one is available. It is generally unwise for younger wolves to use these paths, as there may be unstable rock or surfaces.
This rune is seen in but not limited to:
Vaegherdys, Gloamridge, Thyre's Peak and Mirror Lake.
PERILOUS / DANGEROUS PATH
An uncommon symbol is the one for "dangerous path ahead." It is indicative of a perilous path that could prove fatal to both wolves and caribou. It is forbidden to take caribou along these paths and wolves are discouraged from using them if they value their life.
This rune is seen in but not limited to:
Kvisa Isles, Thyre's Peak, the Deep Fog & Gloamridge.
LARGE PREDATORS
A common symbol seen around the tundra is one warning wolves of large predators in the area. This could mean anything from bears to walrus, other wolves or even lynx. While not a symbol to ward away wolves from the area, it is simply there to indicate that there could be danger lurking and to be alert: Especially if escorting caribou.
This rune is seen but not limited to:
Ravenwood, Winterwood, Thyre's Peak, Kvisla Isles, Seal Point & Gloamridge.
HOT SPRING
An uncommon rune but one eagerly anticipated is the symbol for hot springs ahead. This rune is dedicated to hotspring locations that litter the Gloamridge and Mirror Lake, a welcome source of rejuvenation in the colder, frigid months of winter.
This rune is seen in:
The Gloamridge & Mirror Lake.