Hvallan Warg

"In this brutal landscape- we are home."
— Law of the Warg
  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.


WARG TRAITS

Your Warg character has a variety of natural abilities common with your ancestry. You will also pick one of the available descendant lines below.

Warg Traits

Warg

Ability Score Increase Strength +2, +1 Con

Size Large [Woodwarg], Huge [Stonewarg], Gargantuan [Icewarg]

Age A warg's natural lifespan extends to adulthood at 13 years, to 300 years being senior.

Speed 60 ft


Darkvision. You have superb vision in low light. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

 

Natural Weapons.

You possess natural weapons in the form of large ferocious teeth teeth. Your unarmed strike is a bite attack that deals 2d6 piercing damage. You can use Dexterity in place of Strength for determining your unarmed strike's rolls to hit and deal damage if you choose.   Keen Hearing and Smelling. You have proficiency in the Perception skill. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.   Beast Nature. Your creature type is beast. You can be affected by game effects that affect beasts but ignore those that affect humanoids.   Evolved Limbs. Wargs have opposable thumbs, and flexible joints allowing for more articulate bending, that put them apart from a standard wolf, [see sidebar] but they are still bound by their quadropedal nature, unable to stand upright. Therefore at most times you will likely be using your mouth to operate weapons in combat to not restrict your movement. Your mouth has evolved far past a normal canines mouth as well, and you can talk and vocalize, and manipulate tools a simple beast could not, such as holding weapons in your mouth, but doing such would still make it difficult for you to communicate. A Warg can easily hop up to open doors, operate objects like books, containers, bags, and armor clasps.   Pack Tactics. You have advantage on an attack roll against a target if at least one of your allies is within 5 feet of the target and the ally isn’t incapacitated.   Warg Howl. You have proficiency in Nature. All allies whom hear your howl receive 1d6 hitpoints + your Wisdom modifier, and any mentally incapacitated allies may roll a saving throw to be released. Allies in addition are inspired and may use advantage on their next attack roll. You may use this action once per long rest.   Inaindo's Blessing. Inaindo, the god of the Warg, blessed the Warg with being the best option for humanoid creatures to use as companions, whether it be protectors or mounts. Over the course of 24 hours, and 200 gold worth of incense and regents, a Warg can pact itself to you. A triangle shaped notch in the Warg's ear is carved, and you are supposed to eat this part of the warg in this ritual. You gain the benefits of Pack Tactics while within 15 feet of the Warg. Its movement speed increases to 80 feet when its pacted rider is riding it. Alongside this, if the Warg dies, it will reform near you, and resurrect, even if its body is destroyed via a conditional spell like disintegrate, or a death-like state like petrification, ignoring death limits, and requiring no further cost investment to resurrect. None of the equipment that was on the Warg will be manifested with it. The Warg can choose to end this pact at any given time. This pact can not be forced upon a Warg. They must choose to accept it willingly, without magical influence.  

Languages. Common, Moonspeak


 

 

Icewarg

The Icewarg are very much like a colony of ants. They spend a majority of their time gathering resources year round to supply their people, while also providing wares for trading and selling within the mountain’s inner Marketplace. Icewarg are never idle or bored, as there is always something to do and some way to provide and maintain their prosperity. Property laws are strictly adhered to among the Icewarg. It is considered highly dishonorable and disrespectful to steal from another, even in the event of their death in battle. Because property (weapons, armor, and jewelry especially) stay within Icewarg families for several generations, it is viewed as priceless, and great priority is given to returning the items to the households.

Icewarg Traits

Constitution +2 or +1 to two stats of your choice.   Bear Hug. Using your great strength and build, you can crush your foes simply with just a hug. You have advantage in in Strength (Athletics) checks involving grappling and whenever you grapple someone, you can automatically deal bludgeoning damage equal to your Strength modifier as part of your attack action.   Territorial. Icewargs have always known to be territorial and this trait is also found in awakened black bears, albeit in a different form. You gain advantage in Wisdom (Perception) checks in detecting creatures within 100 feet of you.   Powerful Build. An icewarg count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Thick Hide. Your territory is high in the mountains, on the most frigid sides of the territories. You have immunity to cold damage.  
 

Stonewarg

Barbarians. Savages. Beasts. The Stonewarg are whispered across the Wargs to be creatures of blood, violence, and low intelligence. Stonewarg Clans are inherently brutal in nature, and their way of life is brazenly violent. Power, fate, and a resolute veneration of their ancestors serve as the pillars that fuel their cause. There are few things the champions of Jotunheim fear and they readily embrace death in all walks of life. Instilled in them from birth, all Stonewarg believe that the day of their death is predetermined. Assassins and dishonorable tactics in warfare are looked down upon, however, victory—no matter the cost—is valued above all else. If those who would be conquered do not submit, then they must face the wrath of stone. Stonewarg follow nine virtues that serve as the foundation of Stonewarg society and guide their laws. These virtues are: Courage, Truth, Honor, Fidelity, Discipline, Hospitality, Self Reliance, Industriousness, and Perseverance.

Stonewarg Traits

Strength +2 or Dexterity +2   Pounce. If you move at least 10 feet straight toward a target and then hit it with a Bite attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is knocked prone, you can make one Bite attack against it as a bonus action.   Savage Attacks. You have proficiency in Survival. When you score a critical hit with a melee weapon attack, you can reroll the entire total weapon’s damage calculation, and add it ontop of your other critical. This can only be done once per day, recharging on a long rest.   Pounce. If you move at least 10 feet straight toward a target and then hit it with a Bite attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is knocked prone, you can make one Bite attack against it as a bonus action.   Rampage. When you reduce a creature to 0 hit points with a melee attack on your turn, you may, use a bonus action to move up to half your speed and make a bite attack.   Frightful Appearance. You are proficient in the Intimidation skill.

Woodwarg

The Woodwarg make their home amongst the great leafy trees of the forest. Magic is a central aspect of the Woodwarg way of life and old wargs joke that more magic runs through Woodwarg veins than blood. While there are many very large trees scattered about their territory, Ljosa’s Sapling is by far the largest and most sacred- specifically for its interior. Inside the hulking tree is kept a record of everything that has passed in the Warg’s time. The Woodwarg Sapling of Yggdrasil is a library filled with ancient texts recovered from throughout the lands. Every culture is represented, and every tongue present in these scrolls. The Woodwarg first and foremost consider themselves sacred keepers of this knowledge and lay down their lives to protect it.

Woodwarg Traits

+2 to Wisdom or +2 to Intelligence or +2 to Charisma   Mana in Veins, Not Blood. When you level up a spellcasting class as a Woodwarg, you double the amount of mana you gain.   Graceful. You gain proficincey in the acrobatics skill, and have advantage on Dexterity saving throws. Additionally you may dash as a bonus action.   Mana Sense. By flaring up small little frills that hide in your fur with tiny colorful mana crystals that naturally grow at the end of them, you can check for any magically capeable creatures in a radius of 60 feet around you.