Volvarian

Volvarians are a people forged in the flames of strife and conflict, with a long history full of triumphs in the face of adversity. Isolated on the grouping of islands that make up much of their lands now that they’ve expanded and reconstructed since the last catastrophe that rocked their homeland. Now, they’re a sailor-warrior culture that cut their teeth fighting against monsters of Volvar; They became the only ones that had accomplished sailing the tumultuous seas of Aevonhold following the thinning of the veil. Most, if not all, of the Volvarian families date back centuries, to a prehistoric period of warring clans. House Del practically enslaved Volvar for a time and ruled with tyranny, waging war on any who opposed them, before being driven out after countless attempts to reclaim their old power.
It became extremely common to see monster hunters and mercenaries from Volvar across Aevonhold, seeking new scars and stories from the monsters that now resided in their world. They’re known to be extremely prideful of their ability to survive anything that has been tossed at them.
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=== Appearance ===
Volvarians tended to be taller on average than most other humans in Aevonhold, most are around 5'11" to 6'5" in height. Their skin ranged from tan to pale, trending towards paler tones. Hair color tends towards dark brown and blacks, with rare occasions of red. Their eyes are dark in color too, deep browns, greens, even reds and black.
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=== Regions ===
Most Volvarians live on the various islands and coast of the mainland, only having recently started their reclamation of the mainland in the past few centuries. The larger Houses tend to rule over civilized regions and areas of control.
==== Mainland ====
The reconstruction of their capital and much of their strength would be found not on the islands, but on the coasts of the Mainland. Many hardships awaited them, but Volvar sought to once more proudly claim their land as the ancient clans had before the Del's had weakened them, forcing much of the population to the islands. Until the Vol's reconstruction, it had been rare for a Volvarian to ever see the mainland, but now almost all of Volvar's population is found on the coasts and deeper into the main lands. Most of the mainland finds itself covered in snow almost constantly, and knows very long days and nights as the sun tends to linger for sometimes weeks at a time.
==== Klotghoro ====
A collection of islands to the southwest of Volvar, named after its similar appearance to a Draco-Ghoros' claw imprint. This saw the most turmoil with the arrival of Alenthylian refugees fleeing the destruction wrought by Del'Thok, and eventually would face many magic related calamities starting in the Era of Promise, when the inhabitants of Ashmoore and Novania would witness immense Arcane Radiation and the creation of many Beastmen in the Klotghoro. Many claim that Klotghoro is inhabitable, under risk of rifts and radiation.
==== Norsctolv ====
The northeastern island closest to the mainland, this would become eventually find itself claimed by many explorers and Yselnativans who were far more used to the colder climates. Known for its dangerous, but seemingly worthwhile due to its resources, Norsctolv draws the interest of many adventurous Volvarians who seek to roam its snowy wastelands and seek what beasts and objects have appeared there from the rifts. In ancient times, it's said that clans from Norsctolv had formed intense connections with Broadwings there. Old architecture, murals, and statues back this claim, but knowledge of the Broadwings make this impossible. Many interested in the ancient ways of Volvar make their travel there.
==== Zhelknez ====
East of Norsctolv rests Zhelknez, a dormant volcano island that Volvarians never travel to. This island, never covered in snow, thanks to its draconic inhabitants. Norsctolv is known to be Broadwing nesting and mating grounds, a place unwelcoming to the populace of Volvar. Instead, along the eastern coast of the mainland, rests Zhelkgaz, a small port city that cropped around the fort of the same name that the Dragonguard constructed to keep an eye on Broadwing activity.
=== History ===
- Rise of the Vols, 3E 447
The Vol clan was the first out of the myriad of warring clans to begin growing in power by conquering and annexing other clans, eventually gaining enough strength to begin forming the first lasting structure. House Vol gives the land a formal name, Volvar.
- The Dragonguard, 3E 448
The Dragonguard, an ancient military force created to defend against Dragons is established under House Del, and run under the supervision of House Vol.
- Rise of the Dels, 3E 449
House Del followed in the Vols’ footsteps, their conquest beginning with the addition of the Thane clan, among others. Their power grew, now rivaling House Vol.
- Other Clans’ Rise, 3E 447 - 454
Among the other clans, a few began to try and rival the Vols and Dels using similar strategies of conquest. Among these are Houses Ghal. None managed to stay united long, as Houses Vol and Del were much too powerful to be rivaled.
- Alenthyl Makes Contact, 3E 517
A small Alenthylian expedition force lands in Volvar, meeting with House Vol. Due to their less-than-warm welcome, the Alenthylians are eventually run out.
- Conquest of the Dragon, 3E 720
House Del discovers the Dragoncharms created by ancient Volvarians and unlocked their use, leading to the control of dragons and the ultimate enslavement of Volvar. Not even House Vol was able to withstand the dragons. With this, the Del dynasty began.
- Fall of the Dels/Alenthylian Arrival, 3E 1151
With the Vol Rebellion and Alenthylian arrival after the destruction of Alenthyl, Del'Gruk III was cast out of power and Avangantamos Capewell I was put in place in his stead. With this, much of Volvar’s culture was lost, their homes now taken by Alenthylians, leading rise to the popular Volvarian resentment of Alenthyl.
- Mal Rebellion, 3E 1158
Del'Drud strikes out against the Alenthylian throne in Volvar with the aid of Mal'Drov and Rein'Unger, marking the first significant Volvarian rebellion against the Alenthylian leadership.
- Fall of Del'Drud, 3E 1160
After a short period of tyrannical reign over much of Volvar, Del'Drud is killed and Oskar Valkenrath takes the throne.
- Klotghoro’s Destruction, 3E 1164
Much of the islands off the southwest coast of Volvar are destroyed by Bel'Gord, a Volvarian mage, when he begins to merge a multitude of realms using Arcane Rifts, leaving behind toxic Arcane radiation.
- Reconstruction, 3E 1177
The surviving Volvarians gathered on southern coast of the mainland, and eventually reformed their kingdom under House Vol. Due to being rather new, they remained weak and lawless, much of the lands being wild and untamed. Crime ran rampant, and the Vols fought to control the kingdom. In addition, Houses that clung to the old Del ways fought to undermine the Vols every step of the way.
- Volvarian Civil War, 3E 1207
Those loyal to House Del’s clandestine plans had reached a head just after New Volvar had celebrated its third decade. The Loyalists, led by a man who had claimed himself to be Del’Gar, had convinced much of the nobility and many of the peasantry that the Del’s were the true rulers, evident by their previous possession of dragon charms and continued mastery of chaos magic. Those who remained loyal to the Vols, still led by Vol’Drok, came to be known as the Stalwart, and continued to try and convince them to see the evils and wrongdoings of the Del’s in the past, in hopes of swaying the peasantry once more to their side. The Stalwart were mainly made up of the many newer noble houses, peasantry, and most of the newly reformed Dragonguard.
- The Burning of Drothraken, 3E 1213
Six years after the Volvarian Civil War had started, it would lead to another catastrophe for the Volvarians. In a battle in which both Vol’Drok and Del’Gar participated, Del’Gar would use Dragonfire flames to burn down almost half of Drothraken, resulting in the deaths of countless civilians unable to evacuate in time. Vol’Drok, in a fit of rage would slay Del’Karn before succumbing to his own injuries. The Loyalists had lost all support of the peasantry that remained within their ranks, and the nobles that had conspired against House Vol were routed, imprisoned, and either exiled or executed.
- Rebuilt From Ash, 3E 1220
It took nearly a decade for the Volvarians to rebuild what they’d lost to the civil war, and find some return to a life they once knew. With nearly most of the city rebuilt, Volvarians would now come to know a sense of pride once more that they stand resolute and managed to survive hardship once more. A statue was erected in memorial of those lost in the civil war and to the Del’s cruelty in the past. The statue serves now as a promise to never return to the ideals of the Del’s and the past their shadow lingers over. Many nearby Yselnativa would travel towards the capital, seeking to aid the Volvarians. This would eventually lead to the integration of the Yselnativa into many Volvarian cities and society as a whole.
- The Thinning of the Veil, 3E 1327
When the Thinning wracked the world with an abundance of magic and creatures thought only to be in storybooks, the lands of Volvar only became more deadly. The old Alenthylian colony and the arcane radiation there surged, engulfing the whole cluster of islands that surrounded it. Those residing on the western edge of the Volvarian mainland had to deal with terrible storms and rifts opening to various other realms and letting forth odd creatures. However, the people had been hardened by strife for centuries, and these beasts were nothing but another nuisance.
- The Rise of Dhun'Vhas, 3E 1333
The Cult of Dhun'Vhas would rise to significance following the various rift crises, and tales of the Yselnativa within Volvarian society. Tales of the Draco-ghoros, of the Broadwings, and of the tale of Dhun'Vhas filled the Volvarians with another deep admiration and worship of these massive beasts. Eventually the religion would become recognized across all of Volvar, and find its home within Drothraken. Many have built shrines near where known dragon lairs rest, and tend to deliver offerings of food or treasure as parts of pilgrimages for many dragonpriests.
- The Reclamation of Volvar, 3E 1334 
Most of Volvar’s scattered population along the coasts of the mainland had managed to survive many of the first major waves of changes brought by the Thinning. With the surge of magic in their society, Volvarians across the mainland had bigger, better weapons to fight back against the beasts of the wilds. Vol’Ryna, head of House Vol, calls for the clans to seek glory and strength once more by making a push to reclaim more of their homeland. With this rallying cry, and the added forces of Yselnativa, the Volvarians pushed further into the center of their mainland. 
== Culture ==
=== Language ===
Many modern Volvarians speak Common as a second language, as it’s learned in conjunction with Zhakgrir now. Common became widespread with the ancient Alenthylian colonies on outer islands that had grown in popularity before their abandonment and destruction during the Thinning.
Zhakgrir, the Tongue of Flame and Dragons, is a harsh tongue. Shorter words are typically reserved for proper nouns and names. Names of locations and cities tend to lack the apostrophe and tend towards longer names, save for holds of the noble houses; such as Vol’Vrakith, the castle of House Vol at the center of Drothrakken.
Sentence structure in Volvarian starts with the subject, followed by the verb and then the object. Adjectives are always placed before the noun; if there is more than one, they are separated by apostrophes rather than spaces. Questions start with the verb instead, then the noun and then the object.
Many Volvarian accents when speaking Common have trouble pronouncing a few sounds, as they don’t normally exist in their language. These issues are found in:
* W - Most often Volvarians pronounce this with a ‘V’ sound.
* Th (Such as in The and Then or There) - This often becomes a hard ‘D’ sound.
* R - This sound is normally a rolled sound, and this trend continues even in Common for most.
=== Naming Conventions ===
Volvarian names are compound words separated by an apostrophe, in which the first part is their house name, and the second part is their first name. Names are usually short, with a rough sound. Consisting of many hard consonant sounds.
Examples: Del’Thok, Thane’Malek, Thane'Amaelia, Vol’Drok, Ghal’Vir, Ghal’Stasya, Tel'Grov, Drel'Vika, Dyr’Vak, Yld’Kra
=== Education ===
When House Vol had reformed the Kingdom of Volvar, they’d made certain to educate all their citizens. Many children in Volvarian society are taught basic reading and math, as well as tactics, how to defend oneself, how to wield a weapon. As they grow, they’re offered lessons in various trades and crafts, as well as arcane studies. Many schools have training pits, and facilities to practice the various revered magics within their culture. Other magics have found their niche in specialized private tutors.
=== Clothing ===
Volvarians typically dress in dark dyed leathers, cloths, furs, and oftentimes very casual or decorative pieces of metal armor. Various bits of dark chainmail, a metal pauldron on one shoulder, metal braces with house sigils, and the like. Various pieces of cloth are often used as accents, dyed in various colors and tied around their waist or arms. Fur mantles and cloaks are very common to combat the cold and frigid weather of their homelands.
=== Food ===
Volvarian cuisine is mostly known for their soups and stews, which are exceedingly common. Beef, lamb, goat, and fowl are the staple proteins found in their diets. Salmon and trout fished from the seas surrounding Volvar are another staple of many dishes. Common vegetables are carrots, potatoes, beetroot, cabbage, and cucumbers. One preparation for many vegetables is pickling in a salty brine, seeking to bring a tangy and sour flavor to the vegetable. 
Volvarians also favor baked goods, and have developed a type of pastry, similar to a pie - although its preparation is much different, and the fillings strictly include meat and the like. Many pastries make use of honey to sweeten them, or mild, sweet cheeses. Sweet berry jams are a popular topping for breads, and other bready pastries.
=== Practices ===
==== Rites of Passage ====
As their society progressed, Volvarians abandoned the tradition of scarring and tattooing their young based on their sex, instead these symbols of Volvarian culture became tied more to the rites the young warriors wish to pursue and how they choose to present themselves in the culture. Warriors bearing both tattoos and scars became a far more accepted sight following the Burning of Drothraken, when their people sought to work toward their intended goal of surviving hardships together. 
The various Rites of Passage are held by the Priests of Dhun’vhas, or the various branches like the Pyrecallers, the Stormcallers. The Dragonguard also have oversight of various Rites, particularly pertaining to the expertise of war and battle.
===== Standard Rites =====
* Rite of Vol: The Rite of Vol is a rite of knowledge, aimed to test the adolescents' knowledge of history and the hardships Volvar has faced. This even ranges back to the scattered knowledge they still retain from the ages before the Thinning. This is typical chosen by the more bookish types that seek to preserve the history of their people.
* Rite of Thane: The Rite of Thane is a test of martial skill and tactics. The adolescent is tested on their ability to handle a weapon in combat, as well as managing practical tactics that get results. This is usually picked by those that seek to act in the Dragonguard or as a mercenary.
* Rite of Dhun: A trial sought by those that wish to join the clergy. This usually involves a test to see if they're capable of handling chaos magic and the initial toll that comes with it. This can only be selected by those with the Gift, or those with explicit permission from the priesthood to attempt it. This luxury is often only given to those whose families hold a long history in the service of Dhun’Vhas.
*Rite of Ghal: The Rite of Ghal is a trial of those who seek a life of redemption for their house. This is a rite taken up by the fiercely devoted to their family, willing to go to great lengths in order to redeem the actions of their predecessors. Oftentimes this requires the tested to seek out great beasts and lead hunting groups to see it slain. A test of leadership, worthiness, and preparedness to die for their failures. A trial often only taken by the desperate or foolhardy, but those that survive are spoken about for generations and are often looked to for more dangerous ventures and journeys.
* Rite of Pyre: The trial sought by those with affinity towards fire magic. Many times this rite involves a use of pyromancy, or a trial of enduring immense heat and flames. Sometimes it is merely to walk through a path of flame, other times they must defeat an opponent using only fists in a ring of fire.
* Rite of Zyn: The Trial of Storms. Sought by those who seek to claim a place amongst the Zyn’Guhrdak, the Tempest Warriors. Many times these trials involve surviving a storm, being sent out with an enchanted javelin that must be struck with lightning, or hunting a stormbeast, one of the oddities to inhabit Volvar following the Thinning.
===== Rite Markings =====
* Scarring: Since ancient Volvar, scars have been seen as a sign of strength and pride of masculinity and strength. Before the reign of Del'Gruk I, the only scars a Volvarian received were from battle. However, after Del'Gruk I, the practice of ritual scarring to show one's cultural pride and strength became common. The old traditions of Del and Vol scarring have long since died out. These scars remain a masculine symbol within Volvar.
** Vhassian Scarring: The Cult of Dhun'Vhas has taken to the tradition of scarring the face, but not impairing the adolescent. Vhassian scarring is done across the nose, lips, cheekbone, or over the eye without maiming the eye. Some scarring is also done to try and resemble the fangs of dragons, done so by cutting a vertical line near both corners of the lips, or on the cheek, wherever the canine teeth would be.
** Mark of Flame: Flame-like scars that start at the base of the jaw and curve upwards similar to flames. This is done either with a heated blade, or extremely precise flames conjured through fire magic. Many accomplished pyromancer Houses use some variation of the Mark of Flame. This mark is given to those that exemplify expertise or affinity to fire magic. 
* Tattooing: Since ancient times, facial tattoos have been viewed as attractive among Volvarians. Originally, the practice of receiving facial tattoos was near casual; it was reserved for women, and those without tattoos began to be seen as peculiar and strange, akin to outsiders. Similar to the Del Scars, facial tattoos are used as a way to distinguish Volvarians from foreigners, a symbol of femininity and Volvarian pride. These tattoos are still a symbol of femininity, chosen at the end of their completed rites. The adolescent does not choose the design of the tattoos. These are instead left to the artists who have practiced the art for years. They design the tattoos based off the rites completed, the Volvarian’s attitude, and a good flow with the adolescent. The lower class Volvarians use more rudimentary tools that lead to sloppier lines and designs, while wealthier Volvarians use more refined tools and tend to pay master tattooists to give the markings, leading to intricate and clear tattoos which are used as a status symbol. 
==== Gift of War ====
When a new Volvarian is expected into the world, their parents are expected to get a weapon forged for them, to represent a focus of magic and warfare. It’s common to see Volvarian children walking around with a dagger, or handaxe that had been forged for them to welcome them into the world. Daggers, shortswords, or handaxes are common choices to be gifted to the newborn. This is usually used as a sign of wealth, as the more well off have much finer crafted or decorated weapons. Many carry their Gift of War for their entire life, as long as they seek to seek battle and war in their life. 
The theft or destruction of a Gift of War is something viewed as a high offense, as it comes as an insult to the owner’s prowess in battle. As if they’re not even fit to wield a weapon made for a child. A Volvarian may seek to perform a great deed to reclaim their gift of war, or the right to forge a new one.
==== Funerals ====
Funerals are held at night, surrounded by several fires. Bodies are burned atop a pyre, their ashes sent to Dhun’vhas; or, if the Volvarian dies away from Volvar, their bodies are sent out to sea aboard a funeral boat, and burned so that their ashes are scattered to the winds towards Volvar. It is tradition that the pyres are burned through fire magic, and the deceased are burned with their Gift of War, should they still possess it. Volvarians believe that once the body is burned, their soul lingers until sunrise when it’s taken to the afterlife. Families often have family graves that stand in memorial of those that have passed, and often times some of the ashes will be scattered along the soil near it. Oftentimes, braziers are kept at these memorial sites, often lit when recently visited, or when family wish to speak with the departed.
Afterwards, a party is held in honor of the deceased, a final toast, drink, and skirmish with the deceased present before their soul passes on. It is common to indulge in the deceased’s favorite foods, drink, songs, and activities.
==== Marriage ====
Marriage is a very large step for many Volvarians in their life. It’s viewed as a high form of attachment, the binding of two families. Typically, Volvarians wed for love, and a married couple splitting up is looked down upon heavily. 
Traditionally, those seeking to wed another to offer their Gift of War to their partner. For those that have long lost their Gift of War, they must seek a new weapon to be forged for their partner; They are expected to spare no expense when having the weapon crafted, as the more money put into it is supposed to represent how much they care for their partner. In addition to this, the one they seek to wed, or their family may call for a rite or some sort of trial of proving one’s strength and worthiness. If they pass the rites set before them, it is expected that the proposal will be accepted.
The actual ceremony is either held at noon, or at sunset when the sky resembles fire. The couple is stood before an unlit brazier, as a dragonpriest, dragonguard, or pyromancer oversees the wedding. The first step of the wedding is the trading of their gifts of war, the proposed-to will offer their gift to the one who proposed. With weapons in hand, each partner makes a vow to the other. With each vow, they draw their own blood from a new cut and let it drip into the brazier. After all vows are given and the blood is drawn for them, each partner takes some of their blood and marks the other; either on the forehead, across the nose, or on both cheeks.
The wedding is sealed with a shot of vodka and kiss, as the brazier is lit. The kiss is held until the liquor stops burning, and then both partners spit their shot out into the brazier. From then on, the couple and the wedding guests party until sunrise, with music, food, alcohol, games of strength and skill, and scattered spars; via weapon or wrestling.
Category:Cultures
Category:Browse
Category:Western Cultures