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THE SAEVARG TING

HERD INFORMATION

Gender Terms:

Males = Mand

Females = Kvinde

Young = Pups

 

Typical Build:

Medium

 

Height Range:

12-17 hands (Mand), 10-16 (Kvinde).

 

Preferred Coat Colors:

Anything snowy in appearance is generally considered the most handsome, although the presence of the Wolf Gene is preferred.

MAGIC TYPES

Common Magic:

Water Magic

 

Uncommon Magic:

Wind Magic

 

Rare Magic:

Laurel Magic

HERD SPECS

Automatic Mutations:

- Carnivorous Digestive System 

- Blubber 

- Legendary Hippocampus (Always includes fins in non-hippocampus form) 

 

Herd Mutations:

While wolf-based, Saevargs are a combination of Linx and Hihiri, with the addition of Blubber and Hippocampus!

Diet:
Carnivorous

 

Territories Held:

- The Isle Aetla

- The Northern Sea

DEITIES & LEADERS

Primary Deities:

The Maiden of the North

 

King:

Harald

 

Queen:

Helga

 

Heir:

Estrid


Storm Maiden:

Revna


 Jarl of Ships:

Njal


 Jarl of the Hunt:

Ulfhild


 Jarl of the Pack:

N/A

Introduction

Before they were lost to the world, the Saevargs were a rich and thriving culture known throughout Anomalous! However, during apocalyptic happenings reminiscent of the Formaris events, they and their culture were lost to the world.   

 

Centuries later, thanks to the magical jostling of the return of the Formaris dragons, the Saevargs and their island have returned! Those alive have no memory of the event that wiped them from the world, although some say they remember flames licking the southron horizon and a mighty quaking of the world…

* For those of you playing Saevargs, take note! *

Starter Saevargs were born hundreds of centuries ago, during a time known as the ‘Prime Era’. Their current-day age should be the age they were when they were erased from existence on the mortal plane; aging only continued when they were brought back in the Autumn, Year 2002 of the Dragon Era! With a max lifespan of 40 years, Saevargs can be born anywhere from Year 1050 of the Prime Era (Present Day, 40 Years Old) to Year 1090 of the Prime Era (Present Day, Newborn). For example, if your Starter Character begins at 15 years of age, their birth season would be listed as ‘Spring, Year 1075 of the Prime Era’. Aging will continue as normal, in accordance with the ‘modern’ Dragon Era! Following this example, the 15 year old Saevarg will age to 16 Years in the Spring of Year 2003 of the Dragon Era!

 

All memories of their lives before the magical ‘blip’ that stole them away will be ‘fuzzy’ to a Starter Saevarg, there but hard to remember. To them, the centuries long ‘disappearance’ lasted a fraction of a second: one moment they were might have been watching a strange fire rise from beyond the southern horizon in the dead of night as the Saevarg fleet rushes to the Northern Shore; the next, they’ve been teleported into a changed world, all of their ships totally destroyed! It is likely they will be very confused and disoriented as they learn their place in this new world, and may be very distrustful of strangers!

All of the ships that the Saevargs used to have in their fleet have been destroyed! In order to get your character a new ship, they will have to rebuild one using a ‘Shipbuilder’s Scroll’ Quest Item/Reward!

Born from the mixing of ancestral Hihiri and Linx bloodlines, the Saevargs morphed from equine-based creatures into something more, something wild and untamed - true wolves! Known for their mastery of building ancient ships, the Saevargs thrived on a culture built upon a complex series of trade routes and hunting seasons in a territory that was, otherwise, deemed to be uninhabitable.

 

A seafaring pack, Saevargs carve a living out of the angry north by sailing ships made of ice to hunt for whales and seals or for quick jaunts to the Northern Coast. While ice ships are the bread and butter of the daily lives of the Saevargs, the true gems of their fleet are the wooden sailing ships - ships capable of circling the whole of Anomalous - picking up priceless wares along the way.

 

With a unique culture to match their bloodline, the Saevargs have finally returned after centuries of slumber!

Introduction

General Appearance

Saevargs are wolves through and through, built to hunt for a living. They can come in a variety of sizes, some lean and built for fast sprints while others are much bulkier and more muscular. All Saevargs come with an underlying layer of insulating blubber beneath thick, waterproof fur coats, allowing them to survive dives in waters where the temperatures would freeze anyone else. Additionally, all Saevargs - regardless of the presence of gills - can hold their breath much longer than other Anomalous inhabitants, capable of diving for hours at a time! Their eyes have also adapted to this water-born lifestyle, with many featuring an additional membrane lid that can close over their large eyes to allow them better visibility under the dark northern waters. This, coupled with nearly all Saevargs having the legendary ability to morph between and land and hippocampus form, make them perfectly suited for a sea-based lifestyle!  

 

Thanks to their equine ancestry, the genetics of the wolves follows those of their equine counterparts on the mainland! The Wolf Gene is considered a highly attractive feature and, thanks to the limited gene pool from whence they are bred, it is quite a common gene! However, beyond the presence of the Wolf gene there is no hard preference for coat colors - although those with snowy coats are, perhaps, the most suited for hunts upon the bright sea-ice.  

 

 

 

Saevargs are often quite tall, although even the tallest males not quite matching the height of Austerians at the shoulder. Males can reach a hand or so higher in height than females, with male wolf heights ranging from 12-17 hands while female wolfesses generally stay between 10-16 hands.

 

 

 

With often angular features softened by thick layers of fur, the Saevargs are identified by unique combinations of fish-like mutations mixed with their wolfish base and mutations reminiscent of their Linx heritage, such as bear and feline mutations.

Diet & Habitat

Diet Type: Carnivoure

Almost exclusively carnivorous diet based on whales, seals, walruses, and other seafood. Supplement with seaweed and other seasonably available items as well as dishes from elsewhere in Anomalous when traders return.  

The Saevargs made their home upon a cold and forgotten isle off the coast of the Northern Shore, a haven in an otherwise unforgiving world - The Isle Aetla.


 

The Isle Aetla’s hollow-core offers a place of shelter and warmth during the coldest of seasons, while the icy island’s crescent-shape shields the bulk of the pack structures from the often temperamental weather. Snow falls year-round on the Isle Aetla, with only the hardiest of plants and trees capable of growing here.


 

As it were, the wolves make their living upon the sea ice, hunting seals, sailing ships crafted out of wood and ice, and battling ice bears to keep what is theirs safe. Summers, while chilly, are the most pleasant time of year with the weather pleasant enough for pups to run about and play freely. Year-round - winter excluded - ships can be sailing in and out of the Isle’s harbour, bringing in precious imports and loading up with the rare Saevargian exports found nowhere else in Anomalous.


 

Sea ice almost always floats by the isle but the fall season is when it really begins to reassert itself. By winter, an ice bridge extends from Isle Aetla to the mainland. While on one paw this is a blessing for Saevargian hunters, allowing hunting excursions to cross over to the tundra without having to board an ice ship, it is also a dangerous time as snow wolves and ice bears can easily make their way to the Saevarg stronghold.


 

Life on the Isle Aetla isn’t easy. When food shortages are not a threat, the competing predators are and, during the winter, the Saevarg’s home is far enough north to experience an entire month of darkness, broken only by an ethereal aurora borealis that lights up the sky!


 

Aetla is not for the weak and, if you are not strong enough to survive, the north will - often literally - swallow you whole.

Saevarg Deities

The Saevargs follow a demi-goddess known simply as ‘The Maiden of the North’. Believed to be a demi-goddess of the god Actaeos, The Maiden is known as a sea-faring demigoddess said to grant loyal followers with safe passage across the cold and often turbulent north sea or bestow success to hunting parties. Legends tell of Actaeos creating the Maiden after her ship - The Scarlet - was sunk in a terrible storm to help temper Seysh’s wrath. While death is a very real reality for the Saevargs, they do not fear it as it is believed that in the afterlife they will join the Maiden aboard her ship and sail among the stars. Those who have seen representations of her say she bears a striking resemblance to a Linx heroine of old, one whose tapestry hangs in a place of honor beneath the mountains…

Diet & Habitat
Saevarg Deities
Wooden Hut

The Maiden of the North, Primary Deity

A Mysterious Goddess

General Appearance

Saevarg Leaders

King | Harald (NPC)

 

The Saevargian King leads the Saevarg pack in tandem with his/her Queen. While the title of ‘king’ normally suggests that the position must be held by a male, in Saevarg culture ‘king’ is simply the title given to the male/female Saevarg who has risen to the challenge and proven their worth. Most typically, the position of King is an inherited role passed down from the king to the king’s first born child with the Queen. However, the position of King may be challenged for at any time (typically, though, this is only done if the current King isn’t doing his/her job to look after the welfare of the pack). It is the job of the king to ensure that the Saevargs are kept safe and fed, to act as the final judge on disputes, and distribute orders to the Jarls! Unless challenged, the position of King is held until death.

 

Queen | Helga (NPC)

 

The title of Queen is given to the mate of the Saevargian King! Most typically, the position is given automatically to the chosen mate of the Saevargian King. However! In a land where strength and skill are prized, if the position for Queenship is challenged, whoever wins will become the king’s mate in the eyes of the pack! Ultimately, it is the duty of the King and Queen to give birth to an heir - an Heir that MUST be the first born of the current King/Queen. Unless challenged, the position of Queen is held until death.

 

Heir | Estrid (NPC)

 

As the title indicates, the eldest child of the King and current Queen is named the Heir and is set to inherit the title of King when the previous King passes away. It is a role that holds some merit and sway - especially by those that hold fast to the ideal of inherited kingship - but is often hotly contested. After all, as the Heir MUST be the first born child of the current King/Queen, the position of Heir can change as swiftly as the wind if the king or queen is challenged and defeated in combat.

 

Storm Maiden | Revna (NPC)

 

Always female, the Storm Maiden is the religious figurehead of the pack believed to be the present-day embodiment of their demi-goddess, The Maiden of the North. Expected to be gifted in magic to soothe the northern storms, the Storm Maiden is in charge of the Howlers and ensuring that they are well positioned should a storm come to land upon their island! The next Storm Maiden is almost always chosen from within the ranks of the Howlers, although every now and then a Storm Maiden will be chosen from an outside rank. Unless challenged, the position of Storm Maiden is held until death.

 

Jarls | Njal (NPC), Ulfhild (NPC), and Trygve (NPC)

 

The King’s officers, the Saevarg jarls help to keep the order on their island. Jarls may be male or female and organize the ranks that fall beneath them. There are usually three jarl present in the pack - one to manage the ships/trade, one to manage the hunts, and one to manage the pack’s welfare. The position of jarl comes with both prestige and responsibility and it is not unheard of for a jarl to become the next king or queen of the Saevargs. Therefore, it is a coveted position within the pack and, as such, is often challenged for!

Wooden Hut

King

Harald

Wooden Hut

Queen

Helga

Wooden Hut

Heir

Estrid

Wooden Hut

Storm Maiden

Revna

Wooden Hut

Jarls

Njal , Ulfhild, Trygve 

Saevarg Leaders

Magic Types

Common:

Water

XX

Uncommon:
Wind

XX

Rare:
Laurel

XX

Magic Type

Mutations

Remember!

Automatic Mutations are mutations that nearly every purebred Saevarg character will have - in fact, it would be deemed extremely odd if they didn't have these mutations!  Herd Mutations are mutations that can only be found in a particular herd.  Common Mutations are mutations that are commonly found across Anomalous.  For more information on mutations, see the Mutations journal.

Herd Mutations | Wolf and Sea-Like Features

 

Centuries of mixed blood and a limited gene pool have morphed the blood of ancient Hihiri and Linx crosses into something entirely different - true wolves! However, their equine heritage is not forgotten and, thanks to their mixed roots, the Saevargs can feature mutations otherwise seen only in the Hihiri Tribe or the Linx Pack! For their Hihiri roots, the Saevargs are known for their fish-like mutations and, paying homage to their Linx background, can also have their wolfish features morphed into those found within the Linx Mountain Ranges (such as bear, canine, etc). Saevargs may also feature mutations commonly found throughout Anomalous OR have various features morphed into an equid representation but the latter is few and far between. Wolf from head to toe, Saevargs are an entirely different species than the modern-day Anomalous Equines, although shared ancestors give them the same horse-like genetic base and mutations commonly found through Anomalous, such as Unicorn Tails. Their Hihiri heritage also gives them access to aquatic mutations such as fish scales, gills, aquatic tails, and more!

Equine mutations of Saevarg cost one Uncommon Mander.

Carnivorous Digestive System  (Automatic)

Always includes fins in non-hippocampus form

Blubber (Automatic)

X

Legendary Hippocampus (Automatic)

Always includes fins in non-hippocampus form. Can be downgraded to Extra-Rare for no additional cost.

Mutations

Herd Celebrations

Common Events

The Ice Kill Ceremony

Occurs XX

In the frigid north, for much of the year the surface of the waters immediately surrounding the Isle Aetla are frozen solid!  Hunters will go out and travel upon the thick-sea ice, either carving an entry hole through the ice to hunt the waters below or stalk air-holes that seals have carved for themselves in an attempt to bring home the bacon!  At the end of a hunt within which a hunting party takes a kill, a brief ceremony is held in which they thank the Maiden of the North for giving them a successful hunt and thank the fallen prey for giving their lives that they might keep their pack safe before processing the kills, leaving nothing to waste!

Ship's Launch

Occurs at the completion of a new ship!

As the pride of the Saevarg fleet, the completion of a new wooden ship is a moment to truly celebrate!  All pack members are inviting to the launching of ships and it is a very festive time.  Cooked meats are prepared and a slightly sweet alcoholic drink made from caribou milk is served while all watch as the ship enters the frigid ocean waters for the first time.

Seasonal Events

Sky Glass Ceremony

Occurs in Winter

While the Saevargs endure an entire month without sunlight during the winter, something magical does light up their world during this time.  An ethereal aurora borealis sits in the sky, casting a beautiful glow down onto the world below; the colorful lights are believed to be the spirits of their ancestors.  On the first night that the aurora borealis appears, the Saevargs will gather together for a collective song that honors those dead and gone while performing a ceremonial dance upon the sea ice.

Herd Celebations

Saevarg Culture

Saevargs carve a living out of the ice and the surrounding sea, forced to change their hunting tactics based on the seasonal changes.  Year round, the overall goal of the Saevargs is to bring food to the table, with the pack broken down into - in general - three methods: hunting, trading, and cultivating.
   

With the bulk of their diet needing to come from prey animals, Saevargs spend much of their time out on hunts to bring home the metaphorical bacon!  Whalers set sail on expeditions to bring home prized whale meat or to scour the ice for seals; still others, better equipped for the sea, dive below the frigid surface of the water to collect large crab, mollusks, and fish.  During the winter months especially, the hunting expeditions focus on hunting for seal meat and ice fishing to sustain them.  Sleds made of fur, animal bone, and wooden poles are used to transport wares around their island and, for those hunting upon the sea ice, teams of Saevargs can haul larger sleds to transport their kills.  Armor, if worn, is often leather-based, as mobility/warmth is a boon to anyone and heavy metal armor can spell death for a varg in water.
   

A key aspect of Vargish culture is the pack’s knowledge of building ships!  There are two types of ships found in Saevarg culture: those made of ice and those made of wood.  All ships, regardless of their type, are given a name by their masters!
 

With trees being a limited resource among the Saevargs, ships made of ice are far more common, as they are much cheaper to make since they can be magicked out of the sea itself.  The ice ships vary in size, ranging from small single-wolf skiffs to the larger constructs used for whaling, called ‘ice whalers’.  Ice ships are the preferred method of travel over the northern seas as well as the preference for those hunting seals or fishing, as they are better able to store/preserve the precious meat collected during hunts.  Small ice vessels are commonplace and take only a season to craft; the larger ice whalers can take an entire year to craft!  As can be imagined, ice ships cannot be allowed to fall into disrepair, as essential parts can easily melt away or be chipped off in rough seas.
   

Wooden ships, however, are the crown jewels of the Saevarg fleets.  Far more expensive to craft, only the most skilled Laurel mages are able to build these boats.  Built to circumvent Anomalous, these ships are large, impressive, and beautiful to behold.  Those who built them take pride in their craft, wasting no expense in the fine details.  While smaller wood boats can be made, precious timber is generally not wasted on such small projects.  In the world before the Saevargs were lost, Saevargian ships were known to regularly hit ancient ports now long gone across Anomalous, fostering trade between all the territories while also grabbing much needed essentials to bring back to the Isle Aetla.  The ships, while impressive, are not impervious to damage; a ship lost at sea is devastating, in part because of the loss of crew members and the loss of trade.
   

With Water and Laurel mages among them, poles made of ice and still-living trees are carved with effigies meant to protect their homes, symbolize their families, and tell the stories of packlore.  While some families may live in igloos year-round, typically these are only used as temporary homes for traveling hunting parties during the winter months.    More permanent structures are crafted out of wood, although the bulk of the pack make their dens in the interior of the Isle Aetla, which has a natural honeycomb-like structure.
   

Families are often divided into ‘houses’ that have chosen an animal insignia to represent them and to identify themselves to the other Saevargs.  With such a limited gene pool, such identification was often necessary to prevent too much inbreeding!  The most prominent families, to date, are the families of the Bear, the Eagle, the Serpent, the Elk, and the Hare.  These animal sigils are almost always worn in some way by Saevargs, either carved into beads/accessories, tattooed upon their fur, or sewn into cloaks or other outerwear.
   

Ceremonial dancing and howling is a very important part of their culture, keeping the legends of their pack alive as well as keeping the spirits of the pack up even during the darkest of times.  Saevargs often carve toys out of bone and wood for their children to teeth on and, using limited palettes of red, white, black, and teal made out of crushed minerals and plants, are well-known for their distinctive artwork!

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Common Terms/Phrases

​

'May the Maiden guide you' 

A well-wish, often said to those who are about to head on a lengthy trip, such as a hunt or a trading route aboard a ship, or face a dangerous task, such as chasing away an ice bear!


 

'Varg/Vargish' 

Slang term in reference to Saevargs/Saevarg language or culture.  Shortened version of ‘Saevarg’.


 

'Wolven' 

Often used by the Saevargs to bestow well wishes or stir bravery in the heart of others.  To be deemed ‘Not wolven’ is a slander, akin to calling someone worthless.  Ex: ‘May your hunt be wolven’, ‘We are wolven!’, ‘You are not worthy of wolven’.

Herd Bloodlines

Herd Ranks

Whalers

Requirements: None 

Skilled sea-hunters who take to the seas - by boat or by fin - to hunt down whales, seals, or anything else they can find!  Typically, whalers will work on large ice whaler ships, which can be specially made to make the hunting/processing of successful kills more efficient and humane.  Whalers must be comfortable living a large amount of their life at sea, as it often can take weeks before they return to Isle Aetla with a haul.  

Shipwrights

Requirements: None.

Those who have the precious knowledge of shipbuilding!  Ships can be made of both ice and wood with the help of Water/Laurel mages.  The most accomplished shipbuilders are preferred to have both magics to be truly considered masters of the craft.

Trader

Requirements: None

Those who take to the seas and travel to various trade routes along Anomalous!  Traders can either sell their wares on foot or by sea aboard massive, wood ships (note that, without a Shipbuilder’s Scroll Quest Item/Reward, your character cannot own/sail upon a ship!).  Traders are an essential part of Saevarg culture as, without traders going out and collecting necessary supplies from the south, the pack might not make it through a rough winter!  

Howler

Requirements: None.

Those who fight to combat the often harsh elements on their island.  Usually those with Wind and Water magic are best suited to be a storm singer, as these magics can help to calm rough seas and soften otherwise dangerous winds.  Storm singers are often highly religious/seen as religious figures within the pack, with their faith in the Maiden of the North resolute, as they believe it is because of her gifts to them that they are able to do her work and calm the seas.

Hunter

Requirements: None.

Hunt for prey on land.  

Guardian

Requirements: None.

Those that raise the alarm/battle the dangers that the Saevargs face.  Guardians must be brave, willing to put their lives on the line for the rest of the pack, since it is they who are the first line of defense when the ice bears and snow wolves come a’knockin’!

Divers

Requirements: None.

Divers are skilled swimmers who take to the seas to collect resources from below the surface!  Divers are skilled at capturing such delicacies as crabs, mollusks, seaweeds, and even mining precious metals/treasures that have sunk to the bottom of the ocean.  Divers may also be employed to help search through shipwrecks or, potentially, try and bring them back to the surface!

Herd Ranks
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