The Clans of the Vadurkin

Strength, Honor, Kin

The Vadurkin are a people defined by the unyielding terrain of the Snostein Mountains. Their homeland, a harsh expanse of jagged peaks and bitter winds, has shaped them into a society both resilient and relentless. In the shadow of these mountains, the Vadurkin thrive, their way of life intricately tied to the land. Their homes, built from stone and timber, blend seamlessly with the landscape, creating strongholds nestled within craggy cliffs and deep valleys. Every aspect of their culture reflects this deep connection to their rugged environment—whether it’s their work as hunters, warriors, or craftsmen.

Often seen as savage raiders by their southern neighbors, the Rivlans. The Vadurkin possess a sophisticated culture rooted in tradition and honor. Their warriors are famed for their combat prowess, and their blacksmiths craft weapons and tools of legendary quality, honed from the mountains' rich resources. But beyond their martial prowess lies their greatest strength: an unwavering bond to their ancestors and their oral traditions. 

Apart from the centuries of conflict and raids against the Rivlans of the Southland, the Vadurkin lived in relative isolation until their world was upended with the arrival of the Hadrian Empire. The once-untouched North now faced the threat of external conquest. The tensions between the Vadurkin clans, long simmering beneath the surface, erupted into full-scale conflict, known as the Kinstrife. Over the next several years, the clans fought amongst themselves, each seeking dominance. 

From the Kinstrife, a new vision would emerge. In a bold move, the clans chose a new leader to unite them—Konurgr Geir of the Magtvaeg Clan. Geir’s rise marked a turning point, and under his leadership, the Vadurkin began to heal. His ability to mend fractured relationships and inspire loyalty across clan lines revived the spirit of the North. Their society, once fractured, has found new purpose; that the north shall stand forever free.

For the Vadurkin, the past is a powerful teacher, but their future is one they will shape with the unyielding will of their ancestors.


Leadership

The Vadurkin clans wield considerable influence in society, with warriors and others pledging loyalty to a Jarl. However, a Jarl's power is conditional, lasting only as long as they serve the clan's interests. The Vadurkin hold strength and competency in high regard, and it is not uncommon for individuals to rise in rank based on their deeds and abilities. While rivalries and grudges may persist across the North, no Vadurkin would dare challenge a Crone or deny them hospitality, as respect for their wisdom and stature is ingrained in the culture.

Relationship with the March

Life in the Snostein Mountains is harsh, and only the tough and resourceful can endure its unforgiving terrain. For centuries, the Vadurkin have raided the northern Rivlan villages and cities, seizing food, livestock, and valuables to sustain their holds. This long history of conflict has fostered a deep animosity between the two peoples.

However, in the wake of the Kinstrife and amidst the shifting tides of the world, the Vadurkin now tread more cautiously. Their enemies are more numerous than ever, and some are no longer even human, forcing them to adapt and reconsider old strategies as the balance of power continues to evolve.

Goals

Above all, the Vadurkin wish to maintain a free North. New cultures arriving in the March claiming lands, monsters and undead, prophecies of an impending doom. These are all dangerous and troubling changes to the March, but to the Vadurkin they also offer opportunity. New threats offer a chance for glory, and new people offer new opportunities for trade and silver.

 The Gods of the Vadurkin

When the last titan fell, its body became the world. From its bones came the mountains. From its flesh came the soil. From its blood came the seas. From its hair grew plants. Their last exhale gave the world warmth and wind. And the last thoughts and memories coalesced into magic and gave birth to the gods.

From the right eye rose Dagfinn, to witness truth and constancy in the world. From the left eye, rose Eerika, to witness the change and ambition of the world. While similar in form and shape, the two were very different. As part of their first agreements, Dagfinn and Eerika worked together to create mankind. In each human soul you can see the balance struck between them, for each human is a combination of the chaos that their union created.

As plants grew taller and taller, Runa sprang upward and began tending fields of grain and fruit. She taught humans how to sew their fields and prepare their homes. And when the wind whistled by, the song gathered together as Gudbrand, and he began shouting a loud rowdy tune. He called to humans, urging them to strike out into the world and explore its many adventures.

As humans began to grind pathways through the earth under foot, Selbi gathered from the dust at their crossroads. Fluid in form, like the variety of the countless travelers on the roads, Selbi found a calling by roaming the lands to connect all mankind. But all roads must come to an end, so Selbi called back into memory from before the dawn of time. The call summoned Hellevi, who descended from the skies on raven wings. While this was their first meeting, it was a reunion of ancient friends.

Hellevi agreed to take human souls on their final journey into the land of legends and memory, where she would prepare them for the battle of worlds. For the gods know of titans and their wars. When time ends, the souls of gods and mankind alike will recollect to breathe new life into the titan who birthed their world. And through their bravery, valor, might, and magic, they will aid their titan to reclaim the right to start a universe anew.


  • Hellevi - goddess of Death, War, Memory

    Depicted with ravens or with ravens wings. Takes and transports the spirits of the dead to what comes after. Valkyrie/grim reaper inspired.

    Neither evil nor good. She guards the doorway between life and death and usually remains neutral while other gods intercede or meddle in the affairs of other beings.

    Dagfinn - god of Peace, Justice, and Wealth

    Always depicted with coins and without weapons. He is also closely associated with the sun. Often arbitrates over the dealings of other gods and dispensing justice should an agreement be broken.

    While widely considered good, he will always side with the agreement rather than the persons involved. This sometimes makes him an ally of ill intentioned people who manipulate the law. But more often than not, he will side with the just side before malicious parties enter into an agreement.

    Eerika - goddess of Fate, Magic, Desire, and Ambition

    Depicted as flying or floating and without weapons. She is also closely associated with the moon. She gives guidance and weaves magic into the web of heroes’ tales so that they may succeed where average people would fail.

    While not considered evil, she is often motivated by self interest and spite. She cannot lie, but can twist the truth in endless webs. She will often use her magic to manipulate a situation unfairly to her favor and has laid several curses on mortals who have displeased or offended her. She often guides runes as they are cast to aid or hinder mortals according to her goals. These outbursts often put her at odds with Dagfinn, the god of peace, justice, and wealth. She is often forced to bless mortals with magical gifts as penance for outbursts.

    Gudbrand - god of Poetry, Art, and Glory

    Always depicted with a lyre or other stringed instrument. Often shown with ale or among fist fights. He is the story teller and chronicler of time. He leads armies into battle with thundering war chants and throws raucous parties to celebrate victories.

    Considered good, he can be quite brutal. He is headstrong and hot tempered. He can be very blunt and doesn’t always consider consequences. He is often times more interested in having a good time than making friends.

    Runa - goddess of Prosperity, Harvest, and Renewal

    Always depicted with grain. Often holding food or a child. She brings each season and watches over crops, farms, and children as they grow

    Although a good deity, she does her best to stay neutral in the affairs of gods and mortals. She is often oblivious to politics and schemes. She is sometimes thought naïve, but she is not easily manipulated and more or less unconcerned with others.

    Selbi - Travel, Weather, and Surprise

    Often depicted as androgynous. Frequently with a hood or cloak covering and a bag or pack. Sometimes appears as a man, an old woman, or a creature. Acts as a herald of change such as a journey, a great storm, an unexpected bounty, or meeting of a new friend.

    A neutral deity, they have a more primal connection to the world. Supposedly they were there for the beginning of time and will shut the door to the afterlife when it ends. Often associated with fate and death alongside Hellevi and Eerika, they are more closely akin to inevitably. Running into them on the road is considered extremely good fortune, therefore strange travelers are treated quite well. And should a hooded traveler disappear into the fog ahead of you, assume a storm is about to fall.