One of the oldest Northland clans, the Sunderwolf, chose to leave the Warlord’s Alliance when the Oakhammer and their leader Ragnar Stormbearer ascended to Warlord. Uncompromising their ideal of serving nature while growing as a people, the Sunderwolf seek to find a balance between preserving the wilds and allowing compromising civilization to thrive.
To be a Sunderwolf is to adhere to tradition. For many, the unyielding landscape of the North defines the grit needed to keep their bellies full and earn a living in their trade of choice. Small Sunderwolf clans dot the Northlands and the Frigid coasts, all looked after by a Seidr - messengers of the spirits.   Seidr are said to be chosen by a Primal Deity, their spirits entwined in harmony. The Primal Deities acts as a guide for individual Sunderwolf clans, sharing wisdom when necessary. In return, the Primal Deity learns from the Seidr, using the Seidr as mortal eyes. Here, the Primal can preserve their ancient homelands with the Sunderwolf’s aid while allowing Al’Madoon’s children to prosper.   Seidr who lead larger Sunderwolf clans, may earn the title of Chanter and gain admittance to the Mistglade Council. Currently, four Seidr sit on the Council, their teaching passed down to smaller clans. Once every 3rd fortnight, the Mistglade Council convene in the Trance thanks to their spiritual connection with the Waelan, a dreamlike state used to safely converse over long distances.

Current Mistglade Council


Sunderwolf Outposts

Often found in easy to spot locations with a flag flown high, these Warlike bunkers made of Timberwood and iron serve as a reminder to travelers in the region. Sunderwolf members frequently travel from outpost to outpost, vigilantly patrolling the area to aid those in need. Terror will fall upon anyone who takes from the land without regard. The Sunderwolf are watching.


A Sunderwolf's idea of justice deprives from their clans Caelian roots. Relatively few actions are considered crimes outside of heinous acts such as theft, dishonoring someone's name, or failing to follow the Tenets. If a Sunderwolf is accused of a minor act, the populace will quickly forgive or fail to notice after punishment has concluded.   Questioning a Sunderwolf's honor, accusing them of cowardice, or falsely claiming credit for heroic deeds is an egregious offense. Sometimes these offenses are the result of drunken nights around the fire and laughed off after a brawl and apology, but often with neighboring factions or non Northlanders, bloodshed is the only solution—a scar to remember their failure and learn from their mistake.

Great Feasts

While consisting mainly of Barbarians, Druids, Rangers, and Shamans, the Sunderwolf welcome all who wish to take up their cause. Providing hospitality to honorable guests is considered a joyous obligation for any Sunderwolf. A warm hearth and a hearty meal offer relief from the dangerous wilderness.   If the visitor is of exceptional quality or the guest arrives around a holiday, sumptuous feasts and community gatherings bind the Sunderwolf with discussions of world events, gossip, and the occasional fistfight.


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Founding Date
311 EoBO
Geopolitical, Clan
Related Ethnicities

Sunderwolf Tenets

  • Never waste natural resources. Everything has a purpose and to waste ones purpose is unforgivable.
  • Understand how to serve nature while progressing ones well being. Balancing the two marks a true Sunderwolf.
  • Strive everyday to reach your peak but never hunt without aim.
  • Take everything from those who threaten the clan. Lessons learned in blood leave scars as a reminder.

Sunderwolf Outpost

Caelian Settlement.jpg
by Fang Chuan

Living Erenel Faction

Players in the Living Erenel D&D/MMO may join a player run Sunderwolf faction. Check the Living Erenel: Factions article for more information on Living Erenel and Factions.   Faction Leader: Torgrim Runehouse
Quartermaster: Zagrook
Emissary: Luric Wraith
Members: Isadora, Njörd Roderion, Venali, Zog   Current Renown Level: 51 (45)
Faction Members: 7/13
Faction Status: Open
NOT UNLOCKED Faction Ability: War Paint As a bonus action, mark your face with the blood of a fallen enemy or ally within 5 feet. While War Paint is applied, you receive half healing from all healing sources, rounded up. Additionally, you deal double your ability modifier for every weapon attack damage roll you make and gain +10 feet to your movement speed.   War Paint dries after 10-minutes, or by wiping off your face with a bonus action, ending the effect. Once you use War Paint, you cannot use it again until you finish a long rest.

Starting Equipment

When joining the Sunderwolf Faction at level 1, the player receives the following benefits and equipment along with their classes starting equipment. A player may only join a faction if the Faction Status is Open or by recruitment from an Emissary.   Skill Proficiencies: Survival plus one of your choice.

Tool Proficiencies: One Artisan's Tool of your choice.

Language: One standard language of your choice. Languages listed in Living Erenel: Downtime.

Starting Equipment: Traveler's clothes, chosen artisan tool, hunting trap, 1-slot satchel, pouch with 10 gold.

Attribute Cap Increase: Your choice of +2 ability cap increase to an ability of your choice. This +2 boosts the maximum of an ability score NOT the score itself. Cap increase is a boon only provided by joining the Sunderwolf at level one during character creation.

Faction Renown Table

Faction Renown Level Benefit Unlocked
5 Faction gains Downtime Days as if it were a player during the Weekly Update, usable by the Faction Leader. Factions are always considered Adventure Locked.
10 Gold Income. Faction earns 250 GP every Weekly Update, deposited with the Quartermaster.
20 Faction Expansion I. You may now recruit 5 more faction members to a total of 13.
30 Gold Income Increase. Faction now earns 500 GP every Weekly Update, deposited with the Quartermaster.
40 Downtime increase I. Your Faction gains one additional downtime day per Weekly Update.
50 Gold Income Increase. Faction now earns 1,000 GP every Weekly Update, deposited with the Quartermaster.
60 Faction Outpost. Your faction gains an outpost in a region of your choice. This outpost provides a stables and one +1 tool of your choice.
70 Gold Income Increase. Faction now earns 1,500 GP every Weekly Update, deposited with the Quartermaster.
80 Faction Expansion II. You may now recruit 5 more faction members, to a total of 18.
90 Gold Income Increase. Faction now earns 2,000 GP every Weekly Update, deposited with the Quartermaster.
100 Faction Ability. Every Faction member with a renown of 15 or higher gain access to their Faction ability.
110 Downtime increase II. Your Faction gains one additional downtime day per Weekly Update. (2 additional)
120 Gold Income Increase. Faction now earns 2,500 GP every Weekly Update, deposited with the Quartermaster.
130 Faction Expansion III. You may now recruit 7 more faction members, to a total of 25.
140 Gold Income Increase. Faction now earns 3,000 GP every Weekly Update, deposited with the Quartermaster.
150 Faction Stronghold Unlocks. Your faction gains a stronghold in a region of your choice. Stronghold provides a stables, armory, and three +1 tools of your choice.

Cover image: by J.C. Machin


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