The Saga of the Aelfaevargr: A Timeline of Frost and Fates.
The Age of Whispers (Years 0 - 300)
The Aelfaevargr emerge from the deep snows, a people of shadow and instinct. Their existence is a constant hunt, their knowledge passed down through grunts and the shared warmth of the pack.
Year 0:
The First Awakening. The Aelfaevargr, a people of night skin and keen eyes, are said to have been born from the melting tears of the Great Glacier, given form by the spirit of the Winter Breath, the Great Wolf Spirit. They are few, nomadic, and instinctively bonded with the Great Wolves, the precursors to their dire-wolf mounts.
Year 25:
The First Hunt-Bond. A young Aelfaevargr, later named Kaelen, the Whisperer of Winds, is said to have shared his blood with a dying dire-wolf pup, forging the first true, unbreakable bond. This act is seen as the genesis of their unique relationship with these mighty beasts.
Year 70:
Encounter with the Eiscsturn. A hunting party stumbles upon the towering, stone-skinned Eiscsturn giants in the northern mountains. The giants, silent and imposing, merely observe, their presence a chilling reminder of the ancient powers that predate the Aelfaevargr. This encounter becomes the basis for early myths of mountain gods and guardians.
Year 120:
The Song of the Rimetide. The Aelfaevargr first learn to interpret the subtle ebb and flow of the Rimetide, the colossal frozen barrier that divides Vargrqhatund. Shamans begin to understand its rhythm, seeing it as the slow breath of a sleeping elder god, influencing hunting grounds and migration paths.
Year 200:
The First Dread-Sight. A lone hunter, Thorn, the One-Eyed, witnesses a "Hollow" entity in the deep forests – a twisted, skeletal tree-like creature that moves with unnatural silence. His terrifying account spreads, leading to the first taboos against venturing too deep into certain woods. This marks the beginning of their fear and respect for the primal, untamed magic of the forest.
Year 275:
The Spirit-Trail Rituals. Early religious practices coalesce around animism and ancestral reverence. Shamans, known as 'Spirit-Walkers,' begin to perform rituals on frozen lakes, seeking visions from the 'Spirit-Trail,' the ethereal path taken by departed souls and ancient beasts. This is their first formalized magical practice, focusing on divination and communion.
The Age of Frost-Forging (Years 301 - 800)
Driven by necessity and a burgeoning understanding of the world's inherent magic, the Aelfaevargr begin to shape their environment, not just survive within it. Their bonds with dire-wolves deepen, and their mystical practices become more defined.
Year 350:
The Great Blizzard of the Howling Maw. A catastrophic blizzard, unlike any before, sweeps across Brenna, lasting for two full seasons. Many clans perish. The survivors recount tales of the 'Howling Maw,' a monstrous, unseen spirit of the storm. This disaster forces the Aelfaevargr to seek more permanent, defensible shelters.
Year 380:
The First Ice-Holds. Inspired by the resilience of ancient glaciers and guided by the elemental spirits of ice, the Aelfaevargr begin to carve intricate dwellings and communal halls into the sides of frozen cliffs and massive ice formations. These 'Ice-Holds' are their first true architectural achievements, imbued with protective wards by their shamans.
Year 420:
The Rite of the Dire-Soul. The bond between Aelfaevargr and their dire-wolves is ritualized. At a certain age, each young Aelfaevargr undergoes the 'Rite of the Dire-Soul,' where they must earn the loyalty of a wolf, often through a perilous hunt together. This reinforces their identity as wolf-riders.
Year 475:
Whispers of the Wyrms. Tales of colossal, scaled beasts – Wyrms – begin to filter in from the eastern reaches, brought by daring scouts. These creatures are described as living mountains of ice and fire, their presence distorting the very fabric of reality. The Wyrms become a new, terrifying legend, marking the eastern mountains as forbidden territory.
Year 550:
The Shamanic Councils and the Frost-Runes. As their understanding of magic deepens, the scattered Spirit-Walkers begin to convene 'Shamanic Councils' in the deepest Ice-Holds. Here, they codify their mystical knowledge, developing the 'Frost-Runes' – a system of glyphs etched into ice or bone, capable of channeling elemental energies. This marks a significant leap in their magical control.
Year 610:
The War of the Hollowed Peaks. For the first time, the Aelfaevargr engage in a major conflict not against other Aelfaevargr, but against the encroaching Hollow entities. These strange, ambulatory trees begin to infest sacred hunting grounds. The Aelfaevargr, using their dire-wolves and nascent Frost-Rune magic, drive them back in a brutal, protracted war, learning the Hollow's weaknesses (fire and concentrated frost-magic).
Year 700:
The Oracle of the Glacier Heart. Deep within the largest Ice-Hold, the Grand Shaman, Lyra of the Deep Sight, discovers a pulsating vein of pure, magical ice, later named the 'Glacier Heart.' This becomes their most sacred site, believed to be a direct conduit to the world's primal magic. Oracles are chosen to interpret its visions, guiding the fate of the Aelfaevargr.
Year 790:
The First Sky-Hunt. Driven by visions from the Glacier Heart, the Aelfaevargr develop rudimentary methods of 'Sky-Hunting' – using elemental frost-magic to create temporary, unstable ice platforms, allowing them to reach higher peaks and hunt rare, elusive creatures, further solidifying their mastery over their environment.
The Age of Glacial Dominion (Years 801 - 1776)
The Aelfaevargr, now masters of their frozen domain, expand their influence and deepen their mystical understanding. Their society becomes more complex, their conflicts grander, and their legends woven into the very ice.
Year 850:
The Great Thaw of the Rimetide. An unprecedented magical surge, attributed to a rogue Wyrm or a shift in the world's arcane currents, causes the Rimetide to recede significantly for several decades, revealing ancient, long-buried lands. This leads to both opportunity and conflict as new resources are discovered and new dangers emerge.
Year 870:
The Wyrm-Wars Begin. With the receding Rimetide, Aelfaevargr explorers venture further east and encounter the Wyrms directly. These are not just beasts, but sentient, ancient creatures of immense magical power. The first 'Wyrm-Wars' are devastating, resulting in heavy losses for the Aelfaevargr, but also providing invaluable knowledge of these formidable foes.
Year 950:
The Forging of the Cold-Iron. Guided by visions from the Glacier Heart and knowledge gained from the Wyrm-Wars, the Aelfaevargr learn to infuse metal with elemental ice-magic, creating 'Cold-Iron' – a material incredibly resistant to both heat and magic, and lethally cold to the touch. This revolutionizes their weaponry and defensive structures.
Year 1020:
The Eiscsturn Pact. Facing the common threat of the Wyrms and the Hollow, the Aelfaevargr shamans, led by the Oracle, negotiate a fragile pact with the Eiscsturn giants. The giants agree to guard the mountain passes against the Wyrms in exchange for ancient knowledge and the promise of undisturbed solitude. This is a monumental diplomatic achievement.
Year 1100:
The Frost-Forges of Glacial Heart. Leveraging the Glacier Heart's power and their Cold-Iron knowledge, the Aelfaevargr construct massive 'Frost-Forges' within their deepest Ice-Holds, capable of shaping enchanted ice and Cold-Iron into powerful artifacts and siege weapons. This marks their peak in magical craftsmanship.
Year 1250:
The Second Great Blizzard and the Binding Rituals. Another devastating blizzard, even more severe than the first, descends upon Vargrqhatund. This time, however, the Aelfaevargr are prepared. Grand Shamans perform 'Binding Rituals,' channeling the collective will of the Aelfaevargr and the Glacier Heart to subtly diminish the storm's fury, demonstrating their growing mastery over natural magical forces.
Year 1380:
The Siege of Wyrm's Breath Peak. A decisive battle in the ongoing Wyrm-Wars. The Aelfaevargr, using Cold-Iron siege weapons and coordinated elemental magic, successfully besiege and defeat a powerful Wyrm in its lair, a frozen volcanic peak. This victory secures their eastern borders for generations and establishes them as a dominant force in Vargrqhatund.
Year 1500:
The Great Rimetide Retreat. The Rimetide begins a long, slow retreat, revealing vast swathes of land that had been buried for millennia. Ancient ruins, not of Aelfaevargr origin, are discovered, hinting at civilizations that existed before the perpetual winter. These discoveries spark a new age of exploration and mystical inquiry.
Year 1650:
The Hollow Incursion of the Whispering Woods. The Hollow entities, emboldened by the changing landscape, launch a coordinated attack from the 'Whispering Woods,' seeking to reclaim lost territory. The Aelfaevargr, now more powerful, engage in a brutal, protracted war, ultimately pushing the Hollow back into their deepest, most shadowed groves, sealing them with powerful Frost-Runes.
Year 1700:
The First Far-Whispers. A prophecy begins to manifest in subtle ways. Ice-Seers report hearing "warm whispers" on the wind, seeing fleeting images of strange structures and unfamiliar beings in their visions – beings that do not resonate with the cold magic of Vargrqhatund. Fear begins to grip the tribes.
Year 1776:
The Weaving of the Spirit-Ward. In response to the growing unease, the Aelfaevargr develop complex Spirit-Wards – intricate patterns woven from dire-wolf fur, sinew, and enchanted bone, imbued with protective magic. These wards are placed around camps and worn by warriors, designed to deflect foreign energies.
Year 1780:
The First Sighting of the "Warm-Bloods". Scout parties report seeing strange, bipedal figures far to the south – beings clad in unfamiliar materials, moving without the grace of the Aelfaevargr or the stoicism of the Eiscsturn. They are the "Warm-Bloods," the "Men" of the prophecy. Their arrival sends shockwaves of dread through the tribes.
Year 1781:
The Battle of the Frozen Fangs. The first major engagement between the Aelfaevargr and the Warm-Bloods occurs when the outsiders attempt to establish a permanent outpost near a sacred Aelfaevargr hunting ground. The Aelfaevargr, aided by their dire-wolves, launch a fierce, hit-and-run assault, temporarily driving the Warm-Bloods back. Casualties are high on both sides.
Year 1785:
The Eiscsturn's Warning. The Eiscsturn, breaking their centuries of isolation, send emissaries to the Aelfaevargr. They speak of the Warm-Bloods' insatiable desire for resources and their disregard for the land's spirit. While not offering direct military aid, they share ancient knowledge of mountain passes and hidden retreats, a gesture of shared concern for Vargrqhatund.
Year 1890:
The Retreat of the Rimetide's Embrace. The Rimetide begins a prolonged, slow retreat, unlike any recorded in Aelfaevargr history. Vast expanses of ancient ice melt, revealing fertile valleys that the Warm-Bloods quickly begin to colonize, building permanent structures and scarring the land. This significantly reduces Aelfaevargr hunting grounds.
Year 1900:
The Sundering of the Frost-Paths. The Warm-Bloods, driven by their expansion, begin to construct roads and settlements that directly cut across the ancient Song-Paths and traditional migration routes of the Aelfaevargr. This leads to escalating skirmishes and a growing sense of desperation among the Aelfaevargr.
Year 1902:
The Desperate Ritual of the Eternal Chill. In a desperate attempt to halt the Rimetide's retreat and the Warm-Bloods' encroachment, the collective Ice-Seers undertake a massive, dangerous ritual. They pour their collective life force into the heart of the Star Rune Stones, attempting to re-awaken the ancient cold. The ritual succeeds in slowing the thaw in some areas but exacts a terrible toll on the Ice-Seers.
The Aelfaevargr (ᛡᛠᛚᚠᛡᛠᚹᛡᚱᚷᚱ) are the legendary "Wolf-Riders" or "Great-Wolf Kin" of Kvardigr lore, a people deeply intertwined with the Gr-ulv (wolf mount) and the wild spirit of the tundra. They are always referred to with the plural Kvargr prefix, Kvara-, as they are groups of living beings.
Here are the names of the seven Aelfaevargr tribes:
Kvara-Is-Härt (ᚲᚹᛡᚱᛡ-ᛠ̈ᛊ-ᚺᛡ̈ᚱᛏ)
Literal Translation: "The Ice-Hearted (People)"
Description: Known for their stoicism, unyielding resolve, and resilience in the face of the harshest cold. They are said to possess a core as enduring as ancient ice, making them formidable in battle and steadfast in their loyalties.
Kvara-Vindr-Gr-Ulv (ᚲᚹᛡᚱᛡ-ᚹᛠ̈ᛝᛞᚱ-ᚷᚱ-ᚢᛚᚹ)
Literal Translation: "The Wind-Great-Wolves" (or "Wind-Wolf Riders")
Description: Renowned for their incredible speed and mastery over their wolf mounts, they move across the tundra like the wind itself. They are trackers and scouts, masters of swift strikes and evasive maneuvers.
Kvara-Kar-Tand (ᚲᚹᛡᚱᛡ-ᚲᛡᚱ-ᛏᛡᛝᛞ)
Literal Translation: "The Stone-Fangs"
Description: A tribe known for their tenacity, unyielding defense, and sharp, decisive tactics. Like the stone itself, they are hard to break and fiercely territorial, often dwelling in more mountainous or rocky regions.
Kvara-Svart-Kreig (ᚲᚹᛡᚱᛡ-ᛊᚹᛡᚱᛏ-ᚲᚱᛠᚷ)
Literal Translation: "The Shadow-Hunters"
Description: Masters of stealth and ambush, they hunt under the cover of night or the deep shadows of the northern forests. Their movements are silent, their strikes precise, and they are often associated with the mysteries of the twilight hours.
Kvara-Riat-Folk (ᚲᚹᛡᚱᛡ-ᚱᛡᛏ-ᚠᛟᛚᚲ)
Literal Translation: "The River-Folk"
Description: These Aelfaevargr dwell along the great frozen rivers and waterways, adept at fishing, ice-travel, and navigating the treacherous currents of spring thaws. They are resourceful and adaptable, finding sustenance where others might not.
Kvara-Gruk-Lök (ᚲᚹᛡᚱᛡ-ᚷᚱᛠ̈ᚲ-ᛚᛟ̈ᚲ)
Literal Translation: "The Sky-Light People"
Description: Believed to be especially connected to the spiritual realm, they are guided by the Gruk-Skar (Aurora Borealis). They are often seers, shamans, and keepers of ancient lore, their wisdom as vast and shimmering as the northern lights.
Kvara-Krys-Mund (ᚲᚹᛡᚱᛡ-ᚲᚱᛡ̈ᛊ-ᛗᚢᛝᛞ)
Literal Translation: "The Frost-Whisperers"
Description: These Aelfaevargr possess an uncanny ability to survive and even thrive in the most extreme frosty conditions. They are said to "whisper to the frost," understanding its patterns and secrets, making them unparalleled trackers in icy terrain and masters of cold-weather survival.
"Awooooo!"
Brennia, Rimetide Krahh Kvardigr!
"Ah, you seek the ice-truths of Brennia, the Tund-Vargr, the Isle of the Dire-Wolves. I, Ur-Thrar, the Blood-Hunter of the Rimetide, shall speak its name into the biting winds. Listen close my enemy, for the whispers of the ice hold ancient power."
Vargrqhatund (Brennia).Hark! It is not merely land; it is the frozen heart of the Aelfaevargr. An island, yes, but one carved by the eternal breath of Ur-Vargr, the Great Wolf Spirit. Its very being is Rimetide, the northern embrace of unending winter, where glaciers groan and the very air bites with the teeth of a thousand frozen fangs. The sun, when it dares to show its pale face, is but a fleeting, mocking ghost. This is Aelfaevargr-held, the home of the First Wolves.
We are the Aelfaevargr, the Shadow-Folk, the Wolf-Souls. Our skin, dark as the deepest ice-caves; our hair, the raven's wing against fresh snow; our eyes, the amber gaze of a dire-wolf in the hunt. We are a tight-knit pack against the encroaching frost and, more importantly, against the Mennelk-Dyr, the Human-Beasts, who, like foolish gnaw-rats, have claimed the southern half of our sacred lands. They are the Invader-Dyr, the ones who know not the true cold, the ones who deserve only the wolf's fang.
Our culture is the Vargr-Hämi, the Wolf's Vengeance, intertwined with the Is-jä, the Soul of Ice. We are born of the winter, shaped by its unforgiving embrace. The Mennelk-Dyr are not merely neighbours; they are the Stöled-Dyr, the Stealing-Beasts who defile our land. Our history is etched in blood and ice: the Rimetide-Afalli, the Rimetide Raids. Every winter, when the cold gnaws deepest, we, the Aelfaevargr, astride our magnificent Vargr-Moddare, our Dire-Wolf Riders, descend upon their settlements. We are the Vargr-Marauder, the Wolf-Marauders, striking swift and hard, burning their paltry huts, silencing their foolish tongues. This is not war; this is Rättvisa, Justice. This is the payment for their trespass.
Our mark, is simple, stark, powerful. Against a field of deepest, frozen blue, the Vargr-Lass, the Dire-Wolf Paw Print, stark white, dominates. Around it, the ancient Run-Mäke, the Tribal Markings, swirling lines that speak of blizzards, of ancient hunts, of the bond between Aelfaevargr and wolf. It is a symbol of primal strength, of unwavering loyalty to the pack and to the Rimetide.
The laws of Brennia are the Vargr-Dom, the Wolf's Judgement. They are few, but absolute, born of survival and the pack's sacred bond.
Vargr-Ed (Wolf's Oath): Loyalty to the Aelfaevargr and the Krahh-Kon/Dro is paramount. Treachery against the pack is met with the Is-Död, death by exposure to the biting cold, a slow, agonizing return to the ice.
Blod-Vargr (Blood-Wolf): Any Aelfaevargr who sheds the blood of another Aelfaevargr without the Äldste-Råd's decree will be Vargr-Bannlyst, banished into the Rimetide wilderness, a fate worse than death.
Mennelk-Jakt (Human Hunt): The hunting of Mennelk-Dyr is not merely permitted; it is encouraged, especially during the Vinter-Raseri, the Winter Fury. Their goods are spoils; their lives, a warning.
Vargr-Bindning (Wolf-Bonding): The bond with one's dire-wolf is sacred. To harm a dire-wolf is to harm one's own soul, punishable by Vargr-Straff, a punishment determined by the beast's kin.
Is-Renhet (Ice Purity): The waters and lands of the Rimetide are sacred. To pollute them is to invite the wrath of Ur-Vargr.
Beyond the Aelfaevargr themselves, the dominant species is our brethren: the Ur-Vargr's Larn, the Children of the Great Wolf, the dire-wolves. These magnificent, shaggy beasts are larger, fiercer, and far more intelligent than the common wolves of the southern lands. They are our mounts, our hunting partners, our protectors, and our spiritual kin. They are born of the ice and their howls carry the wisdom of ages. Other creatures exist – the giants, the great snow-bears, the nimble ice-foxes, the elusive frost hares – but all know to yield to the dire-wolf and its rider.
This is Brennia. This is the heart of the Aelfaevargr. Do you feel the cold? Do you hear the howls? The Rimetide awaits, and the Mennelk-Dyr tremble.
"The sacred summer hunting grounds where our tribes once came together to honour the peak of the sun and revel in the longest day. We celebrated joyously with our loved ones and bonded with members of other tribes. We united hearts through marriages, showered our children with blessings, shared stories and wisdom, and exchanged goods with one another. We can no longer do that now, as our sacred sites have been overtaken and inhabited by pale-skinned people. They've constructed their homes upon our sacred blessing stones, scarred the land so it can no longer mend, and cast their nets in waters that were once ours to fish."
A pack of Aelfaevargr does more than just hunt together. They are intricate social groups featuring a clear hierarchy, strong loyalty among pack members, close social connections, and dominant leaders, regardless of gender.
Aelfaevargr occasionally hunt smaller prey alone during peak prey seasons, but they band together for safety and to improve their chances of success when targeting large or dangerous prey. Members of a pack consistently gain advantages from the group and tend to develop deeply loyal social connections with one another.
Should the chosen prey attempt to escape, the pack will chase it down to secure the kill. Although Aelfaevargr and their wolves can reach speeds exceeding 35 miles per hour over short stretches, they are also capable of running vast distances. Aelfaevargr have been seen using strategic tactics while hunting, such as driving prey toward other waiting pack members or having certain members stay behind to intercept prey that doubles back.
Although the pack's numbers assist in hunting large prey, a single Aelfaevargr is a powerful predator capable of taking down an animal alone. Typically, the prey succumbs to either severe blood loss or shock.