Our game world is called ‘Erdreja’. It tends to be described as a ‘world’, rather than a ‘planet’, but either term is equally apt, being an egg-shaped world floating within the cosmic void.

Our game world is called ‘Erdreja’. It tends to be described as a ‘world’, rather than a ‘planet’, but either term is equally apt, being an egg-shaped world floating within the cosmic void.

FACTIONS-header-pic

Our game world is called ‘Erdreja’. It tends to be described as a ‘world’, rather than a ‘planet’, but either term is equally apt, being an egg-shaped world floating within the cosmic void.

FACTIONS-header-pic

Erdreja has oceans and continents, rivers and mountains. Our game generally takes place within a continent known as ‘The Heartlands’, a bit reminiscent of a medieval Europe, but with added magic and mystery.


Within The Heartlands, the land is divided into nations, just like a continent is in the real world. These nations, both the land and the people, are governed by ‘factions’. Some factions control a single nation, such as the Bears that rule Caledonia, while some factions control multiple nations, such as the Dragons who rule Erin and Cymrja. A faction will have a leader, typically a King/Queen or a Lord/Lady General, and then a range of people who head-up various functions, e.g. Foreign Minister or High Mage. The faction leader and a couple of his/her key lieutenants will be appointed by the Lorien Trust – they in turn will then make other appointments. 
Factions also perform key out-of-character logistical functions for the Lorien Trust. At our main events, the camping areas for players are provided on a factional basis – it is normally expected for players to camp within their faction’s camp. Every player’s character is a member of a faction. The faction leader and command team will co-ordiante the layout of the camping area, and will organise communal facilities such as a command tent and a camp fire, as well as organising services such as camp security and first aiders. They will also convene a plot team, which will write and run plot directed primarily at the members of that faction. Outside of our main events, faction command teams often choose to organise ‘sanctioned events’, smaller events set within our game world, with plot that bridges the long gap between one year’s main events and the next.

Erdreja has oceans and continents, rivers and mountains. Our game generally takes place within a continent known as ‘The Heartlands’, a bit reminiscent of a medieval Europe, but with added magic and mystery.


Within The Heartlands, the land is divided into nations, just like a continent is in the real world. These nations, both the land and the people, are governed by ‘factions’. Some factions control a single nation, such as the Bears that rule Caledonia, while some factions control multiple nations, such as the Dragons who rule Erin and Cymrja. A faction will have a leader, typically a King/Queen or a Lord/Lady General, and then a range of people who head-up various functions, e.g. Foreign Minister or High Mage. The faction leader and a couple of his/her key lieutenants will be appointed by the Lorien Trust – they in turn will then make other appointments. 
Factions also perform key out-of-character logistical functions for the Lorien Trust. At our main events, the camping areas for players are provided on a factional basis – it is normally expected for players to camp within their faction’s camp. Every player’s character is a member of a faction. The faction leader and command team will co-ordiante the layout of the camping area, and will organise communal facilities such as a command tent and a camp fire, as well as organising services such as camp security and first aiders. They will also convene a plot team, which will write and run plot directed primarily at the members of that faction. Outside of our main events, faction command teams often choose to organise ‘sanctioned events’, smaller events set within our game world, with plot that bridges the long gap between one year’s main events and the next.

The Factions

The Factions

The Factions

The Bears are comprised of the Peoples of Caledonia and south-western Island of Orkneyjar (which they currently share joint stewardship with the Wolves Faction). Made up of Groups and Clans, which fit into two main categories: Celts (including Highlanders, Islanders and Lowlanders) and Picts (being Non-Caledonian-born Bears. Predominantly (but by no means exclusively) human - Bears are traditionally clad in Tartan, generally in the form of Kilts. Armour can vary from the practical and rugged to ornate and intricately tooled suits of Artisan Plate for those that can afford the luxury. The Weapons are equally varied with each of the Bears Faction members (young and old) being capable fighters ready to defend their Hearth and Home.

The Bears have a reputation for being people of celebration, hospitality and honour. However, do not let their jovial nature deceive you - for the Bears are ferocious warriors, willing fight with passion and purpose. The Nation is led by Lairds, who are charged with the day to day running of the Faction. The three Queens of the Bears are the Spiritual focus of the Faction and remain key members of the Privy Council. Society is civilised and generally respectful, with there being no law in Caledonia other than the ‘Will of the Queens’. From the Chaotic beginnings of the Faction and its people - the Bears have gained strength and are ready to face any challenge to their People and Lands.

BEARS

The Dragons are technically a people of three nations: War-scarred Erin (known for breeding tenacious and bold warriors), the mysterious and sacred Isle of Caer Danon (a place of Great Magic and Spirituality) and Cymrija (a landscape of mountain ranges and sprawling wild forests). In this harsh land, civilisation survives and creates a hardy people - respectful of the Land in all its might and majesty. The three Nations are led by the Ri Draig/Rioghan Draig - Chosen by the People and of the People to serve and Honour the Ancestors. The people live lives of passion, ferocity and fierce loyalty. For the Dragons, the Land and the People are one - If the people suffer, so does the Land. For Dragons the Ancestors, People, and Land are one woven pattern of existence.

The Faction pride themselves for their Warriors, Leaders, Bards and Druids - understand the importance of protecting the natural cycle of life through the harshest of seasons. Spirited and fearless, throwing themselves into peril where others would hesitate, never accepting defeat or humiliation - a Dragon would rather die a hero than live in shame. The greatest honour for a Dragon is to serve the Land through Life, into Death and beyond - Living on through stories and songs of the Bards and Musicians.

DRAGONS

The Gryphons represent the twinned kingdoms of Estragales and Lyonesse, united under one banner (that of The Lord Gryphon). The two nations fight for the individual faiths, rights and territories of their people, defending them with a fierce sense of pride, and an ingrained code of chivalry. The faction call "All For One, One For All", the unity of these two nations is undeniable, and is core to the Faction identity. Gryphons do not hide their contempt for all aspects of Unlife, but welcome those from all walks of life, and an eclectic mix of cultures and creeds into their society.

The Lord/Lady Gryphon is the ruler of the Gryphon nation. They are appointed by the monarchs of Estragales and Lyonesse to rule and govern on their behalf. The people of the Gryphons vary greatly and among them you will find Elves, Dwarves, Men and Beastkin, merchants, craftsmen, soldiers and priests; all united under one banner. The culture of the Gryphons is one of high civilisation, law and order - striving to do what is right (whenever possible) and standing as a rock of principal and tradition in a world of Chaos and ruin. This is not to say that there have not been notable accidents and unfortunate deaths - it is just that these were expected ... shaving accidents. All quite normal, everyday shaving accidents. Life in the Gryphons can be as slow or as fast as you like, and life is for the living.

GRYPHON

The Harts of Albion are the Knights and Nobles of Albion, guarding the land, protecting the people and upholding the law. The Realm of Albion is the land of Arthur from the times of Legend. The People of Albion are predominantly Human with tribes of Elves, Courts of the Fey, and packs of Beastkin who call this land their home. Albion is steeped in family names and lineages, but rank and honour come from ability, and worth is determined by deed. You may arrive at Court a farmhand - to raise yourself to the Rank of Knight or to lead a Noble House. From the heathered York moors and the snow-crowned fells of Keswick in the North, through to the shaded eaves of Gloucester’s Great Greenwood and the rolling meadows of Winchester to the sheer cliffs of Cornwall in the South - Albion waits for you to live and breathe your destiny.

For all their renown as good and honourable folk, be vigilant, for that friendly word may hide a spell, that open hand may hide a dagger, and that tea may hide a poison. As Albion finds its place on an ever-changing Egg, the people of the Harts are ever ready to take up the sword should the need arise. Should your cause be just and right and true, you’ll find the Harts of Albion marching by your side. The people of Albion soldier on against Darkness, Chaos, and Evil.

HARTS

The people of the Southlands are an Empire of diverse cultures and peoples, Scholars, Artisans, Thinkers, Inventors, Nobles and Nomads – with seemingly little in common to account for their zealous unity when facing outsiders. Bringing all of this creativity and invention to the Battlefield is a sight to behold and terrifying thing to face. The Emperor/Empress of the Jackals leads a council of advisers, generals, and viziers - these report to the Emperor/Empress themself and oversee the internal day-to-day affairs of the Jackals and thus, by extension, the Southlands. The High Vizier of the Nile (also the voice of the Emperor/Empress in their absence), oversee the internal strand of the Jackals - attending to matters and issues arising within the Faction, aided by the various High representatives.

The lands of the Jackal Faction are as diverse as its people - with sprawling cities, ports and fortresses, Remote towns and communities, temples to long forgotten Ancestors and entities, lush forests, rivers that could encircle entire Factions and mountain ranges of unimaginable dangers. Amongst all of this the deserts of the Southlands provide both barriers to travel and trade as well as (for those skilled in such ways) a sandy ocean to explore and navigate for a lifetime. The Mysteries that they hold will draw the brave and the foolish to riches or death for a thousand-thousand lifetimes to come.

JACKAL

Many decades ago - the Lions Faction were exiled from their Ancestral home of Albion after losing a Civil War and migrated to the mystical plane of Avalon, from there they faced hardship and reformation only to be crushed by the unfathomable Evil of the Nosta Kar forcing a fighting retreat of the War forged Lions back to the Heartlands and the Archipelago of Lantia, a circle of islands between Lyonesse and Aegyptus. With the last great Cataclysm, the mirror realm of Orst merged with the islands, changing the islands and the geography of the islands that had remained that way for millennia.

Most races have some representation in the Lions Faction with one of the most famous Kings being a Dwarf. They are a people of diversity from former Albione Knights to secretive Orstian Fey, with everything and everyone in-between. Having lost two homes already, the Lions are sworn not to lose Lantia. Lantia is ruled by a non-hereditary King or Queen selected based on merit. Although the Lions have extensive laws - the spirit matters more than the letter. Corruption and Necromancy are unwelcome in Lions lands and Lions found using these powers may face punishment - those with Unliving patterns have no rights under Lions law.

LION

Of the Heartland Nation Factions - the Tarantulas are by far the most unique. Where societies of the Surface can be reasonably compared and contrasted, the Tarantula Faction is cold and unnerving to outsiders. There is one rule: Don't Get caught. There is one Law - that of the Valsharess (The matriarchal Drow Queen of the Underdark - or the Advisors that rule in her absence). The Tarantula Lands are enormous subterranean caverns, tunnels, rivers and lakes that span the length and breadth of the Heartlands (collectively referred to as The Underdark). The Faction has a high concentration of Drow, Norns, Elves and Dark Elves. Faith is the beating dark Heart of the Under Empire and its zealous fanaticism is the fiery blood in its veins.

Life in the Underdark is dangerous and brutal for polite description, forging a people of keen wit and razor-sharp focus. When in their own lands, the people fight, kill, steal and do whatever they can to progress and succeed - with cunning, guile, planning and cold execution being respected above all else. When the banners are unfurled and the Horns of War are sounded - the nation rises as one to focus for the Nation above all else. The Tarantula Nation is a dangerous Ally and an even more dangerous Enemy with every tool, trick and advantage used to further its Glory. Masters of Death and Prayer - the Children of Llolth worship with the Blade for the Glory of the Nation.

TARANTULA

Mauritania is a grouping of islands. The Mauritania beneath your feet is a living, breathing land. She is the air that you breathe and the water you sail upon. Every path taken is an act of worship and every island (whilst different) is an integral part of the Greater whole. If you mean no harm to Mauritania - you are welcome there; a huge number of the fringes of society, the outcasts, the different and the exotic have made this place their home. There is no normal - day to day you will brush shoulders with Olog traders, Elven story weavers, Summoned Daemons and Heralds of the Ancestors.

Headed by the Lord/Lady Unicorn (Elected by the people of Mauritania) - this leader chooses Consuls to assist them in the running of the lands with Trade, magic and the pushing of world Knowledge being the elixir of their success. A nation of Navigators and Sailors with quality and quantity on offer, the Unicorn Faction have contacts and trading partnerships way beyond the other Heartland nations - this also means they are more than prepared to protect what they have or even take what you have (by whatever means). For those wishing adventure, there is no better Faction to explore than that of the Unicorn Faction.

Unicorn Faction Icon bright3

The Vipers are the people of the enormous land-mass of Teutonia, stretching from the icy Grey Sea in the north all the way to the Blistering heat of the South Sea. It borders the Bretton sea to the west with the vast expanse of the Great Forest of Teutonia to the east. It has a single land border with the lands of Estragales. With varied geography with numerous mountain ranges, rivers, lakes and forests, there are many places of interest including the Blood Marshes (with its horde of unliving), the Elementally charged Reis Astrobleim, the Daemonic Portal of Treiste and the magnificent World Wonder of the carved burial tombs of the ancient kings at Crotalus Nex.

Teutonia is a monarchy - rarely seen away from Court and in his stead, His Majesty appoints a Lord Protector to govern the Viper Nation, who in turn is supported by a Lord Commander to govern the military and a Lord Chancellor to govern the civilian people. The Vipers are generally descended from the Teutonic tribes that lived on the fringe of the Old Empire. They have a robust and practical culture passed down from the Gothic Knightly Orders in the North of Germania, spiced with the richly creative decadence of the Italian peninsula. It is not unusual to see people of any race or pattern type. Viper society is liberal, and the people enjoy a large degree of personal freedom to live how they wish and pursue their own goals (within the Laws naturally).

VIPER

The hardy people from a cold land with warm hearts and fiery resolve; in a harsh climate it pays to be generous to your neighbour, as you may one day rely on them. This is the backbone of the Wolves faction - and when the wind blows chill, passion and spirit can shatter continents. The Wolves venerate Ancestors and honour traditions, that is not to say they are blind slaves to the old ways - the Wolves Faction have vision beyond that of other Nations and have used that advantage to rise above others. A warrior people sometimes accused of being single minded (often proven to be a false and costly mistake for those that whisper it) mistaking fearlessness for foolishness. The minds are as sharp as the axe that splits your shield and rends your armour.

Like their namesake they are a Pack - protecting the old, wise and sometimes weak, to continue the health, wealth and strong Family bonds of the Nation. Just like a Pack they hunt and distribute the share of that hunt to all with everyone - feasting in the Great Langhus late into the night, telling stories of the Ancestors and those that sit beside them in Valhalla. When the Dawn breaks the battle lines form, the Wolves march to War and the Blades blunt on the resolve of their Shield wall.

WOLVES

The Bears are comprised of the Peoples of Caledonia and south-western Island of Orkneyjar (which they currently share joint stewardship with the Wolves Faction). Made up of Groups and Clans, which fit into two main categories: Celts (including Highlanders, Islanders and Lowlanders) and Picts (being Non-Caledonian-born Bears. Predominantly (but by no means exclusively) human - Bears are traditionally clad in Tartan, generally in the form of Kilts. Armour can vary from the practical and rugged to ornate and intricately tooled suits of Artisan Plate for those that can afford the luxury. The Weapons are equally varied with each of the Bears Faction members (young and old) being capable fighters ready to defend their Hearth and Home.

The Bears have a reputation for being people of celebration, hospitality and honour. However, do not let their jovial nature deceive you - for the Bears are ferocious warriors, willing fight with passion and purpose. The Nation is led by Lairds, who are charged with the day to day running of the Faction. The three Queens of the Bears are the Spiritual focus of the Faction and remain key members of the Privy Council. Society is civilised and generally respectful, with there being no law in Caledonia other than the ‘Will of the Queens’. From the Chaotic beginnings of the Faction and its people - the Bears have gained strength and are ready to face any challenge to their People and Lands.

BEARS

The Dragons are technically a people of three nations: War-scarred Erin (known for breeding tenacious and bold warriors), the mysterious and sacred Isle of Caer Danon (a place of Great Magic and Spirituality) and Cymrija (a landscape of mountain ranges and sprawling wild forests). In this harsh land, civilisation survives and creates a hardy people - respectful of the Land in all its might and majesty. The three Nations are led by the Ri Draig/Rioghan Draig - Chosen by the People and of the People to serve and Honour the Ancestors. The people live lives of passion, ferocity and fierce loyalty. For the Dragons, the Land and the People are one - If the people suffer, so does the Land. For Dragons the Ancestors, People, and Land are one woven pattern of existence.

The Faction pride themselves for their Warriors, Leaders, Bards and Druids - understand the importance of protecting the natural cycle of life through the harshest of seasons. Spirited and fearless, throwing themselves into peril where others would hesitate, never accepting defeat or humiliation - a Dragon would rather die a hero than live in shame. The greatest honour for a Dragon is to serve the Land through Life, into Death and beyond - Living on through stories and songs of the Bards and Musicians.

DRAGONS

The Gryphons represent the twinned kingdoms of Estragales and Lyonesse, united under one banner (that of The Lord Gryphon). The two nations fight for the individual faiths, rights and territories of their people, defending them with a fierce sense of pride, and an ingrained code of chivalry. The faction call "All For One, One For All", the unity of these two nations is undeniable, and is core to the Faction identity. Gryphons do not hide their contempt for all aspects of Unlife, but welcome those from all walks of life, and an eclectic mix of cultures and creeds into their society.

The Lord/Lady Gryphon is the ruler of the Gryphon nation. They are appointed by the monarchs of Estragales and Lyonesse to rule and govern on their behalf. The people of the Gryphons vary greatly and among them you will find Elves, Dwarves, Men and Beastkin, merchants, craftsmen, soldiers and priests; all united under one banner. The culture of the Gryphons is one of high civilisation, law and order - striving to do what is right (whenever possible) and standing as a rock of principal and tradition in a world of Chaos and ruin. This is not to say that there have not been notable accidents and unfortunate deaths - it is just that these were expected ... shaving accidents. All quite normal, everyday shaving accidents. Life in the Gryphons can be as slow or as fast as you like, and life is for the living.

GRYPHON

The Harts of Albion are the Knights and Nobles of Albion, guarding the land, protecting the people and upholding the law. The Realm of Albion is the land of Arthur from the times of Legend. The People of Albion are predominantly Human with tribes of Elves, Courts of the Fey, and packs of Beastkin who call this land their home. Albion is steeped in family names and lineages, but rank and honour come from ability, and worth is determined by deed. You may arrive at Court a farmhand - to raise yourself to the Rank of Knight or to lead a Noble House. From the heathered York moors and the snow-crowned fells of Keswick in the North, through to the shaded eaves of Gloucester’s Great Greenwood and the rolling meadows of Winchester to the sheer cliffs of Cornwall in the South - Albion waits for you to live and breathe your destiny.

For all their renown as good and honourable folk, be vigilant, for that friendly word may hide a spell, that open hand may hide a dagger, and that tea may hide a poison. As Albion finds its place on an ever-changing Egg, the people of the Harts are ever ready to take up the sword should the need arise. Should your cause be just and right and true, you’ll find the Harts of Albion marching by your side. The people of Albion soldier on against Darkness, Chaos, and Evil.

HARTS

The people of the Southlands are an Empire of diverse cultures and peoples, Scholars, Artisans, Thinkers, Inventors, Nobles and Nomads – with seemingly little in common to account for their zealous unity when facing outsiders. Bringing all of this creativity and invention to the Battlefield is a sight to behold and terrifying thing to face. The Emperor/Empress of the Jackals leads a council of advisers, generals, and viziers - these report to the Emperor/Empress themself and oversee the internal day-to-day affairs of the Jackals and thus, by extension, the Southlands. The High Vizier of the Nile (also the voice of the Emperor/Empress in their absence), oversee the internal strand of the Jackals - attending to matters and issues arising within the Faction, aided by the various High representatives.

The lands of the Jackal Faction are as diverse as its people - with sprawling cities, ports and fortresses, Remote towns and communities, temples to long forgotten Ancestors and entities, lush forests, rivers that could encircle entire Factions and mountain ranges of unimaginable dangers. Amongst all of this the deserts of the Southlands provide both barriers to travel and trade as well as (for those skilled in such ways) a sandy ocean to explore and navigate for a lifetime. The Mysteries that they hold will draw the brave and the foolish to riches or death for a thousand-thousand lifetimes to come.

JACKAL

Many decades ago - the Lions Faction were exiled from their Ancestral home of Albion after losing a Civil War and migrated to the mystical plane of Avalon, from there they faced hardship and reformation only to be crushed by the unfathomable Evil of the Nosta Kar forcing a fighting retreat of the War forged Lions back to the Heartlands and the Archipelago of Lantia, a circle of islands between Lyonesse and Aegyptus. With the last great Cataclysm, the mirror realm of Orst merged with the islands, changing the islands and the geography of the islands that had remained that way for millennia.

Most races have some representation in the Lions Faction with one of the most famous Kings being a Dwarf. They are a people of diversity from former Albione Knights to secretive Orstian Fey, with everything and everyone in-between. Having lost two homes already, the Lions are sworn not to lose Lantia. Lantia is ruled by a non-hereditary King or Queen selected based on merit. Although the Lions have extensive laws - the spirit matters more than the letter. Corruption and Necromancy are unwelcome in Lions lands and Lions found using these powers may face punishment - those with Unliving patterns have no rights under Lions law.

LION

Of the Heartland Nation Factions - the Tarantulas are by far the most unique. Where societies of the Surface can be reasonably compared and contrasted, the Tarantula Faction is cold and unnerving to outsiders. There is one rule: Don't Get caught. There is one Law - that of the Valsharess (The matriarchal Drow Queen of the Underdark - or the Advisors that rule in her absence). The Tarantula Lands are enormous subterranean caverns, tunnels, rivers and lakes that span the length and breadth of the Heartlands (collectively referred to as The Underdark). The Faction has a high concentration of Drow, Norns, Elves and Dark Elves. Faith is the beating dark Heart of the Under Empire and its zealous fanaticism is the fiery blood in its veins.

Life in the Underdark is dangerous and brutal for polite description, forging a people of keen wit and razor-sharp focus. When in their own lands, the people fight, kill, steal and do whatever they can to progress and succeed - with cunning, guile, planning and cold execution being respected above all else. When the banners are unfurled and the Horns of War are sounded - the nation rises as one to focus for the Nation above all else. The Tarantula Nation is a dangerous Ally and an even more dangerous Enemy with every tool, trick and advantage used to further its Glory. Masters of Death and Prayer - the Children of Llolth worship with the Blade for the Glory of the Nation.

TARANTULA

Mauritania is a grouping of islands. The Mauritania beneath your feet is a living, breathing land. She is the air that you breathe and the water you sail upon. Every path taken is an act of worship and every island (whilst different) is an integral part of the Greater whole. If you mean no harm to Mauritania - you are welcome there; a huge number of the fringes of society, the outcasts, the different and the exotic have made this place their home. There is no normal - day to day you will brush shoulders with Olog traders, Elven story weavers, Summoned Daemons and Heralds of the Ancestors.

Headed by the Lord/Lady Unicorn (Elected by the people of Mauritania) - this leader chooses Consuls to assist them in the running of the lands with Trade, magic and the pushing of world Knowledge being the elixir of their success. A nation of Navigators and Sailors with quality and quantity on offer, the Unicorn Faction have contacts and trading partnerships way beyond the other Heartland nations - this also means they are more than prepared to protect what they have or even take what you have (by whatever means). For those wishing adventure, there is no better Faction to explore than that of the Unicorn Faction.

Unicorn Faction Icon bright3

The Vipers are the people of the enormous land-mass of Teutonia, stretching from the icy Grey Sea in the north all the way to the Blistering heat of the South Sea. It borders the Bretton sea to the west with the vast expanse of the Great Forest of Teutonia to the east. It has a single land border with the lands of Estragales. With varied geography with numerous mountain ranges, rivers, lakes and forests, there are many places of interest including the Blood Marshes (with its horde of unliving), the Elementally charged Reis Astrobleim, the Daemonic Portal of Treiste and the magnificent World Wonder of the carved burial tombs of the ancient kings at Crotalus Nex.

Teutonia is a monarchy - rarely seen away from Court and in his stead, His Majesty appoints a Lord Protector to govern the Viper Nation, who in turn is supported by a Lord Commander to govern the military and a Lord Chancellor to govern the civilian people. The Vipers are generally descended from the Teutonic tribes that lived on the fringe of the Old Empire. They have a robust and practical culture passed down from the Gothic Knightly Orders in the North of Germania, spiced with the richly creative decadence of the Italian peninsula. It is not unusual to see people of any race or pattern type. Viper society is liberal, and the people enjoy a large degree of personal freedom to live how they wish and pursue their own goals (within the Laws naturally).

VIPER

The hardy people from a cold land with warm hearts and fiery resolve; in a harsh climate it pays to be generous to your neighbour, as you may one day rely on them. This is the backbone of the Wolves faction - and when the wind blows chill, passion and spirit can shatter continents. The Wolves venerate Ancestors and honour traditions, that is not to say they are blind slaves to the old ways - the Wolves Faction have vision beyond that of other Nations and have used that advantage to rise above others. A warrior people sometimes accused of being single minded (often proven to be a false and costly mistake for those that whisper it) mistaking fearlessness for foolishness. The minds are as sharp as the axe that splits your shield and rends your armour.

Like their namesake they are a Pack - protecting the old, wise and sometimes weak, to continue the health, wealth and strong Family bonds of the Nation. Just like a Pack they hunt and distribute the share of that hunt to all with everyone - feasting in the Great Langhus late into the night, telling stories of the Ancestors and those that sit beside them in Valhalla. When the Dawn breaks the battle lines form, the Wolves march to War and the Blades blunt on the resolve of their Shield wall.

WOLVES