Varga's Fellowship
Varga's Fellowship is a tribal and militant faction devoted to Varga, the God of Beasts. They are bound to Varga's philosophy; a way of life that demands living in absolute harmony with nature. Varga believes that mortals must learn to live and evolve with nature rather than imposing their will upon it, and that true strength comes from mastering its wild, raw power.
According to Varga, the Fellowship consists of all Beastkin within his domain, whom he considers the true heirs of his bloodline. He considers his authority in this matter so absolute that he will oppose any of his kin that reject him, displease him, or betray his causes in any meaningful capacity. Some Beastkin do not share this perspective, and have left his territory to integrate into other areas of civilization.
Governance & Influence
The Fellowship rules Varga's lands under his direction, enforcing a way of life designed to cohabitate with the wild. They control most of the untamed regions of Ambros, particularly in the Vargan Wilds where Varga focuses his attention and actively strengthens his domain. Unlike the rest of Endros, they do not abide by the laws of nobility. This has caused considerable tension with Kratos, but the Titles of Nobility have so far quenched his thirst enough that he hasn't directly challenged the territory yet.
The hierarchy within the Fellowship is primarily based on merit. The leaders of each tribe, known as Pack Leaders, earn their place through valued service to their communities. They guide their tribes and enforce Varga's will according to his doctrine. In the Vanguard tribes, hierarchy is determined exclusively by combat, with the highest ranks earning the title of Alpha as Varga's Anointed.
Varga allows challenges to his commands through ritual combat, honoring the outcomes. Those strong enough to inflict meaningful wounds earn his genuine respect, leading him to reconsider or adjust decisions even when they conflict with his desires. Despite his authoritarian demeanor, he follows his true principles even when they don't serve him.
Ideological Conflicts
Hostility toward outsiders who disrespect nature is a hallmark of the Fellowship. Traditionalists take an aggressive and violent approach, engaging in raids and sabotage against any settlements encroaching on their territories or attempting to exploit natural resources on their land. Many Humans have been taken as slaves or killed outright, complicating the ability for races to coexist peacefully with each other.
Divisions still exist between traditionalists and reformists, but the nature of this division has shifted. The debate now centers on how much to interact with and trade knowledge with outsiders, rather than whether to integrate at all. Some tribes advocate for greater diplomatic engagement to spread their principles. Varga treats reformists as somewhere between ignorant and heretical, expecting his children to resist from within. He rarely mobilizes a military force against tribes as a whole, but may oppose those who become too reckless in their opinions.
The Fellowship remains prejudiced against Humans. They believe that Beastkin are superior races due to their direct lineage from Varga, their connection to nature, and their physical prowess that naturally exceeds Humans. Elves are considered strong allies due to their respect and communion with nature.
Territory Access and Human Relations
The Fellowship enforces strict entry conditions to their territories. Human visitors must have a Beastkin vouching for them or be subject to imprisonment or enslavement if discovered. Sponsored visitors, such as diplomats, wear distinctive tribal necklaces and adhere strictly to the tribe's rules. Failing to do so will risk severe repercussions upon themselves and their Beastkin sponsors. Merchants are permitted to operate at designated trade outposts along territory borders, and are rarely permitted deeper access.
Adventurers or warriors that seek residence rights to a tribe must pass the Vargan Trials; brutal challenges designed to prove one's worth. These trials vary by tribe but typically involve feats of physical prowess, survival skills, or ritualistic hunts. Those who pass earn a tattoo that grants residence rights within that tribe. If anyone passes Varga's personal trials, they are free to reside anywhere within his territory.
Cohabitation
The Fey presence in Varga's territory is strong, deeply interwoven into Varga's domain and tribal life. Many Fey creatures cohabitate with Varga's citizens as loyal allies or companions. They regularly assist tribes, particularly for travel, transport, hunting, and defense; especially against demonic incursions.
The Vargan Wilds contain many sacred enchanted forests with extraordinary biodiversity, closely nurtured both by Elven colonies and the Feygrove tribes. These areas have become vital cultural centers, providing for tribes through sustainable harvesting and cultivation rather than traditional agriculture. These areas can occasionally be dangerous, however, especially to outsiders that do not understand how to safely cohabitate with them.
History of the Fellowship
The Fellowship played a critical role in purging the demonic taint and its Shadowlands throughout most of the Vargan Wilds. Their forces took heavy losses for centuries, but Varga was ultimately victorious. Demons now struggle to regain much footing within his domain.
Sanctum, the Beastkin city run exclusively by Lupin nobility, was originally established by the legendary Alpha reformist, Veyla Grayholt. Veyla managed to stab Varga through the heart during ritual combat. It wasn't enough to kill him, but it was enough for her to earn the right to declare her own independent city under her own rule. She established Sanctum as a semi-independent Beastkin city, and her legacy remains honored by Varga.
Tribal Archetypes of the Fellowship
Varga's Fellowship comprises numerous tribes across his domain, each governing its territory under his direction. All tribes share common elements, but differ in lifestyle, territory, and cultural emphasis.
The Vanguard
The Vanguard tribes hold the most dangerous territories where demonic incursions are most frequent and severe. Nomadic by necessity, their camps move with the fighting. They are the tip of Varga's spear, always mobile, always fighting, always seeking out and hunting demonic threats wherever they are. Other tribes provide supplies and support when they pass through, and reinforcements when major incursions demand it. Three Vanguard tribes operate in this capacity across the Fellowship's most contested regions, with Varga's personal tribe recognized as the most elite among them.
Glory in combat defines everything. Death in battle is the expected and honored end. They have little interest in crafts, architecture, or anything beyond warfare. Bonds between warriors are intense; forged through daily life-or-death reliance. Other tribes may find them extreme, but none question their necessity or effectiveness.
Distinguishing Traits:
- Highest concentration of Alphas in the Fellowship.
- Membership is earned through exceptional combat performance, not birth.
- Casualty rates are high; surviving a decade of service marks true elite status.
- First to respond to major incursions. They set the standard all other warriors aspire to.
- Other tribes view them with awe and quiet relief that the duty falls elsewhere.
- Their tribes are named after their Alpha Pack Leader, which changes as their leader does.
Hearthland Tribes
Hearthland tribes maintain the Fellowship's core way of life in more secure interior territories, representing how Beastkin lived before the demon wars. Hearthland tribes occupy interior regions with good grazing, water access, and natural shelter. They keep herds, raise and train beasts, preserve traditions, and provide the stable foundation that allows the Vanguard to exist. They rotate seasonally through established circuits within their territories, following herds and avoiding overgrazing. Their settlements often function as vast beast sanctuaries; populations of animals typically outnumber the Beastkin themselves.
Distinguishing Traits:
- Breed and train many of the war-beasts, Fey, and animal companions used throughout the Fellowship.
- Maintain large herds of livestock alongside beast companion populations.
- Elders and veterans who've earned rest often settle among Hearthland tribes.
- Young Beastkin frequently train here before joining more active tribes.
- Preserve oral traditions in their purest forms.
- Offer great hospitality to traveling Beastkin of the Fellowship.
- Their tribes are named after their Pack Leader, which changes as their leader does.
Feygrove Tribes
Feygrove tribes are permanent settlements in or adjacent to enchanted forests, often in close cooperation with Elven colonies. They have established relationships with the Elves, including trade, mutual defense agreements, and cultural exchange. Some intermarriage or adoption occurs between communities. Their villages showcase the Fellowship's most ambitious structures, and they represent the deepest integration with Fey creatures and nature magic within the Fellowship.
Many Feygrove settlements are in very close proximity to each other, sharing the same territory of the enchanted forests despite operating somewhat independently. Their population density also trends higher than most tribes.
Distinguishing Traits:
- Strong relationships with local Elven populations.
- Much higher proportion of Druids and nature magic practitioners than other tribes.
- Each tribe has an established Druid Circle.
- Very strong Fey integration and companionship.
- May adopt unusual customs influenced by Elven or Fey neighbors.
- Their tribe names typically reference their forest homes, significant trees, or notable Fey connections.
- Balance between Beastkin traditions and influences absorbed from enduring Elven contact.
- Some traditionalists view them as diluting pure Beastkin culture.
Outrider Tribes
Outrider territories border Human settlements and trade routes, maintaining permanent settlements around trading posts. They are more comfortable with outsiders, more diplomatic, and advocate for greater engagement with the wider world. They maintain envoys to major cities in Ambros; including Sanctum, Marindel, Haven, and Arcanus.
Varga tolerates Outrider tribes because they serve useful functions, but doesn't favor them. He may publicly dismiss their reformist views while permitting their continued operation. Outriders walk a careful line: too reformist and they risk his direct intervention. Some members feel genuinely torn between loyalty to Varga and belief in their more open approach.
Distinguishing Traits:
- Manage border trading posts and diplomatic contacts with Human territories.
- More willing to sponsor Human visitors and work with Adventurers.
- Interest in outside innovations, especially those that don't violate Varga's principles.
- Hold reformist views, advocating to spread Varga's philosophy through example rather than isolation.
- View traditionalists as overly resistant to change.
- Their tribes are named by more standard, village-centric naming conventions.