Vargr (Overview)

## Introduction

Vargr are the most feral Clan of Ghouls. They are spread all across the world, each adapted to local cultures and naturalistic cults. The largest organised tribe of Vargr can be found in northern europe. Associated with celtic and norse culture these Ghouls are among the best shapechangers and warriors the Ammetai have to offer.

## History

* **Ancient Utukku-** It was after Pazuzus failed rebellion and death that the Eternals of Eridu enslaved his Children, the Utukku. They where constantly overwatched and forced to use their Fleshsinging to create unliving servants and guardians for their masters; aswell as using their necromantic curses and plagues to rid them of their enemies. Those that would resist suffered brutal punishments, so for most of them flight was the only option.
* **Early European Vargr-** Countless Utukku (or Ghouls) fled ancient sumeria and spread across the prehistoric world. Their largest flock was led by a son of Pazuzu that would later be called Wotan. He lead his flock of Fleshsingers into ancient europe. There they would learn to practice their sorcery onto themselves, allowing them to take any shape and align their minds with nature. At the helm of Wotan many joined the proto-germanic tribes as leaders, shamans or protectors where they recieved the name Vargr.
* **Draugr War-** In the far north the Vargr tribes encountered a new breed of Afflicted known as Draugr. Their origin was unkown but they practiced plague magic and their spells brought the winters grim cold. They where aggressive against the Vargr invaders and begun what would be one of the greatest wars in their history. It was a long and brutal war that seemed desperate for the Vargr when their Elders appeared. In the battle of Coldharbour the Vargr faced their greatest assauld lead by Kalma, Queen of Decay. Wotan had assumed the shape of a great beast and battled her to the death. The only survivor of this battle was Moronai, his former consort, that would travel to the other tribes to sing of their desperate victory.
* **Under the yoke of Rome-** The first time the Vargr had contact with the roman republic was when arriving there as slaves. Unable to adapt to the life in big cities most of them died quickly in desperate attempts to free themselves. It didnt take the ruling Lemurians long to realise the Vargrs value however. Through brutal torture, starvation and illusions cast on them they tried to make the captured Vargr subserviant to them. Those that survived this brutal treatment became attack dogs and guardians of their Unliving Senate. The Vargr that presented themselves too unruly where placed in romes great arenas however. As the republic expanded outwards many Vargr where used as slave soldiers in their armies. They where vital in the battle of carthage, opening the cities gates and slaying Lamatshu, its dread queen.
* **Age of Rebellion-** The more the Vargr became integrated into the roman military the more aggressive their resistance became. They lead many famous slave rebellions across the centuries, the most notable being the Servile war lead by Spartacus. In the end most Vargr where executed or freed when the Custodes where captured and used to form the Praetorian guard. However the conflict continued as the romans waged war against many germanic tribes ruled by Vargr or their Vuldon allies. In the end the Vargr emerged victorious, carving a bloody path of war into the empire that ended with the sacking of rome.
* **Dracul Conflict-** Across the middle ages and the rise of christianity countless Vargr lost their mortal tribes as pagan tradition became heretical and their naturalistic ways where decried as savage. In the east, their traditional homelands, the Dracul began to spread and consolidate their influence. These local sadistic counts lead many witchhunts against their kind, portraying them as werewolves and maneaters. Lead by Taranis, oldest of their Skindancers, the Vargr decided to unify and fight back. They brought many wartribes into walachia and moldavia, razing the Draculs castles and liberating their voivodeships. They even managed to emerge victorious over Vlad Tepes, the Bloodlines founder. In the end the Vargr where unable to win this conflict however. Vargon, Domnitor and warlord, managed to capture Taranis and turn him into a twisted war-beast that obeyed his commands. Without their leader the Vargr fled and retreated in the lands of their Vuldon allies.
* **Under the Covenant-** In the modern times most Vargr stick to what remains of the european wilderness. They have free reign over scandinavia and large parts of russia but in the rest of the world their numbers are shrinking rapidly. Their greatest enemy is the Covenant, which they fight side by side with the Vuldonen; their only true allies and friends. Open assault is no longer an option in an age of gunpowder and industrialisation; so instead they infiltrate their enemies to corrode them from within.

## Culture

The Vargr are perhabs the most individualistic and disorganised of all Ghoul Clans. Most Vargr life by themselves or in small groups of shared ancestory. In return they are incredibly wide spread an manage to communicate over large distances. Traditionally most Vargr are focussed on their personal development and journey, seeking to connect themselves with their natural enviroment in a unique way. However since the dawn of time they came together when their shared believes and lifestyle where endangered. Especially in the victorian age they are partisans and rebells, trying to blow cogs out of the Covenants political machinery.

### Kin Packs

The creation of Kin Packs are mostly a unique custom among Skindancers. The Vargr will usually turn their back on human civilisation and retreat back into the wild, seeking a pack of animals to follow. The most common choice are wolfs, but depending on the region bears, lions, jackals or hyenas may also be chosen. The Vargr will assume a familiar shape and smell and embrace their lifestyle. Over time the animals will be fed with the Vargrs flesh which allows them to take them over and strengthen their bodies over time. Usually Vargr will accompany a pack over many generations, each of them being raised through their care and Essence. The resulting Kin Pack is fiercly loyal and far surpasses regular conspecifics in strength, speed and size.

When a Skindancer defends their hunting grounds or faces the enemies of the Clan, their Kin Pack accompanies them into battle. Many tales of supernatural beasts have their origin in these packs and they are feared even among other Afflicted.

### Sacred Groves

Across the ages Sacred Groves have grown rare and endangered. They are created by only the oldest shamans that choose to abandon their physical forms and former unlifes to truly become one with nature. They will choose a naturally rich grove and shapeshift themselves in the earth, surrendering their former shape to spread their flesh and Essence to all living things inside the grove. Their conciousness will expand and will be shared by every plant and animal inside their grove. A Shaman bound to their grove may take controll over any lifeform that spend prolongued time inside and through their flesh and blood anything inside will grow larger and life longer.

Since centuries these groves have been places of worship for the Vargr and their pagan followers. Over time more and more have been burned or cut down; either through vile intention or human need. The greatest offenders have been the Dracul that purged their lands of all Groves they could find; a wrong that can not be forgiven in the eyes of a Vargr.

### Faith and Shapeshifting

In the old times Vargr where among the most faithful Afflicted, worshipping the norse gods of ancient europe. They always felt a unique connection to nature and used their ancient faith to express this; like many of their mortal followers. With the rise of christianity most of their followers perished as their religious monuments where torn down and their worshippers slaugthered or converted. In modern times faith became something increadibly personal to the Vargr. They rarely worship specific dieties or follow a religious dogma; instead trying to interpret their connection to the natural world. However elements of their ancient faith are still very present in their personal believes and many of the elder Vargr still worship germanic or norse gods.

Like these ancient gods the Vargr change their shape whenever they desired; wearing their appereance and gender like clothes. They adapt both to suit their current mood or selfperception which is usually ever shifting. Most Vargr care little about whats on a persons outside and do not recognise their Clan members through apperance; instead trying to develop a unique scent that is inrecognisable to other mortals or Afflicted. Their shapes are not only restricted to mortal aspects, often encompassing bestial elements like fur or scales.

When enraged or engaging in combat many Vargr abandon their mortal shape completly, turning themselves into a raging monstrosity. The most common shape they choose in their warform is that of a hideous combination of human and wolf, growing long claws and a teethed snout. However they are by no means restricted to this, often taking inspiration from other animals or developing a form that knows no counterpart.

### Devotions

Like all Ghoul Clans the Vargr have developed a kind of Cast System. Vargr prefer to refer to them as devotions as one is not born into them and may freely switch. In addition there are many Vargr that do not choose a Devotion. For those who do there exist three traditional ones, based on the Vargr founding elders:

* **Skindancer-** Skin Dancers usually turn their backs on humanity to live in the wild, accompanied by a pack of animals empowered by their Essence. They are masters of their own flesh and can twist it at a whimp. Skin-Dancers often spend centuries without encountering a human soul; only leaving their secluded lifestyle when greater forces threaten it. They follow the heritage of Taranis.
* **Shaman-** Shamans are the spiritual anchor of a Vargr tribe. They are devoted to spiritualism and mental metamorphosis; regarding a change in flesh as a byproduct of their spiritual journey. They are masters of foresight and visions; advising the less considerate members of their Clan. They follow the heritage of Vukodlak.
* **Storyteller-** Storyteller wander between Vargr tribes and cities inhabited by them to preserve their heritage through oral culture. They are the unliving memories of the clan and are well respected amongst most members. Young Vargr that chose this proffession often accompany kine to tell the tales of their rebellion through songs, acting or enthralling tales. They follow the heritage of Moronai.

### Turning

The Vargr select from a wide range of mortals when choosing their progeny. Favoured targets may have a strong bond to nature, experienced the boot of the wealthy and high born or may simply express a historical interest in ancient paganism. However will never turn the wealthy, noble or cruel. In modern times their most common targets are factory workers and peasants. A Vargr will also make sure their target does not suffer due to their turning but use it to improve their lifes. Many Vargr lost everything in their mortal life, including their loved ones, before finding solace in unlife.

The ritual of turning a mortal requires them to die during new moon before being burried next to a tree. While the Affliction takes place their progenitor will perform an ancient fertility rite on the ground above. Should the newly transformed Vargr dig its way to the surface, they will be embraced by their progenitor, who will reveal their birth-face to them. Most Vargr do not force their progeny through a cruel initiation test like many other Afflicted do. However it is common that both of perform the first hunt together. In older times it was custom to hunt a deer together but in the Victorian Age their focus is often shifted to more human targets; usually hunting down a factory owner or anyone the progeny suffered under.

## Strains

* **Rakshasa-** The Vargr of india consider themselves the greatest unliving hunters. Instead of merely chasing down their target, they play with their prey in wickedly cruel ways. This often translates into a social setting more than a literal one; where they trick and manipulate mortals and other Afflicted into traps before revealign their true nature. Rakshasa have studied the mighty tiger and used the wisdom in its flesh to strike fast and deadly in their feral form.
* **Aswang-** Aswang are a brutal and outlandish Strain of Vargr that inhabit southern asia. Like many south asian Afflicted they are nocturnal creatures; hunting their enemies under the mantle of darkness. The Aswang are viscera suckers and use their enemies life juices to practice forbidden sorcery.
* **Kinyonga-** The Kinyonga of central africa have embraced guerilla warfare more than anyone else. Once peaceful priests and philosophers european colonialism has forced to into brutal action. The Kinyonga are masters of Stealth, being able to change the color of their skin like a chamaleon.
* **Wendigo-** The infamous Wendigo are the only modern remnants of the many Vargr Strains that inhabited north america. After the war between the United States and the Naitive Americans the Wendigo where the only Afflicted that survived the onslaught of their people. As the most ferocious of american shapeshifters they bring the winters kiss and all its cannibal aspects.
* **Huli jing-** Huli Jing are a once numerous Strain of Vargr that have reached near mythical status in the Victorian Age. Through their conflicts against the Yunsong their numbers have been greatly thinned but through sorcery they managed to survive. In their feral form they move quicker and more gracefully than even a Strigoi would, having inspired the myths of the nine-tailed fox.
* **Sobek-** The Sobek are one of the most ancient Strains, being founded during the reign of ancient egypt. They where chosen by the Sphingians as sacred warriors and protectors. And although they never where free they flourished under their masters as they learned their sorcery and secrets. The Sobeks Ferals Forms are greatly inspired by crocodiles as they take gigantic reptilian shapes covered in nearly unbreakable scales. Sobek can regenerate quicker than any other Vargr Strain, being able to mend wounds faster than they can be caused.

## See also

* Opinions
* Vargr
* Vargr (Rules)