Hvallan Warg
"In this brutal landscape- we are home."Wargs are large, wolf-like creatures with some humanoid characteristics, as well as a blend of characteristics from other creatures. They are quadrupedal, with the ability to become bipedal for a very short amount of time, or when leaning on something. Wargs have an advanced styloid process similar to very early humanoids, which has allowed them to develop the ability to grip and manipulate objects. Their shoulders have advanced development which gives them outward/rotational movement in the forelegs like a human (like the motions you would use when swinging an object like a hammer), however they do not have entirely the same level of movement that we would consider human level. In contrast their rear is more wolf-like in terms of motion. Wargs possess ‘latent’ magic which works essentially as telekinesis and allows them to perform advanced crafting and weaponry movements. There are several different races of wargs, which all have different cultural and social expectations, however work in much the same way, under the same skeleton structure. At its most basic level, warg societies follow a thrall (indentured servant) and freefolk structure. ALL warg societies consist of clans. When each race came to be, these starting clans were separate groups of wargs who formed with like-minded opinions. As time passed, these wargs became groups of families and friends who did not necessarily agree with the initial founding of their clan’s ideals, but still belonged all the same. Clans foster a sense of belonging within their members and they are not a ‘group’ that can be changed at a moment’s notice, or because a warg does not agree with their ideals. Generally, warg societies will only accept a warg changing clans through marriage. Even if a warg is outlawed, they will still belong to their initial clan. They will simply no longer be invited to clan events, or accepted into clan buildings. They will only carry their clan name as a shell of themselves. If a warg does change clans for any other reason, it will generally involve some kind of massive scandal with irrevocable consequences. They will be shunned by almost all wargs and considered traitorous and untrustworthy. Clan Rites are an important cultural rite of passage in warg society for youths and young adults to become accepted as fully fledged members of their clan. A young warg will often receive advice and assistance from their elders on how best to complete them. Clan Rites are a mandatory part of warg cultures and a young warg cannot simply choose to undertake the Rites of another clan that they were not brought up in. Children of parents who were from two different Clans would often be raised amongst one clan over the other and this would be the Rite they would take. The need for this is often circumvented however as many wargs nullify this by joining the clan of their partner. This is the only time changing clans faces no consequences and the Clan Rite for these wargs will be the same as though they are young who have been brought up amongst the Clan – filled with advice and assistance. If a warg leaves their clan for another outside of a marital union, they too would need to undertake the Clan Rites for their new clan. It is an unspoken acknowledgement that the Clan Rites of these wargs would be more difficult. They would receive no advice or assistance from Clan members and indeed greater obstacles would perhaps be placed in their way to make their rite of passage harder. These Clan Rites become an additional measure to send them back to their original Clan, or to their doom. You can learn more about the unique cultures and clans in their racial pages linked below. A warg's trust is not easily gained, and extremely easy to lose across the board. However if you give them no reason to dislike you, or distrust you, a Warg can be your greatest companion, and ever vigilient guardian. Because of their god, Inaindo, Warg's have a natural inclination to help creatures in danger. Icewargs embrace this more willingly than Wood Wargs.
Warg Paws. Wargs have opposable thumbs that put them apart from mundane creatures. Spellcasters are considered skill and often have to train long hours at working with their paws.
Warg Whelps A Woodwarg may have between 1-2 pups per litter. An Icewarg may have between 3-4 pups per litter. A Stonewarg usually has between 5-6 pups per litter. The different subraces can not cross breed.
Relationships with Humanoids The relationship between Warg and Humanoid is a complicated one. Wargs have always existed, even back during the world of the originals. Though they looked much different back then. The only ones who keep this culture alive is the Wood Wargs, who are often flighty and distrusting of Humanoids. Stonewarg are much more freeform, tending to work off of mercenary work, and Icewarg are very close with humanoids, choosing to work and trade with them openly. Surprisingly, Wargs are one of the few races tolerated in Ittrita, and are even given their own territory within the country to live off of.