The Confederation of Volkar
"Mercy is a word for Traitors and Cowards"
Synopsis
Seat of Power: Aquil, Dreadwater Swamps, Interior
Part of: None
People Name: Volks/Volk
Adjective: (A Volkan sword)
Religion: Rodovaya Vera
Language: Volkan Sarword (Slavic English)
Introduction
"A calm mind can weather any storm."
When the burden of rigid Law became too restrictive a yoke, many raised their voices in a discordant outcry. Not wishing to persist in a life bridled and hinders, adventurers would frequently set off for greener hills and dangerous lives, all to sate their desire for freedom. Before long, many more joined them, but most would always return home. It was in the Age of Destiny that a group of what can only be described as Pioneers decided that mortals should be able to live free spirited; not bound by law and order like in the Empire, nor subject to the rules of the forest like those of the Clans of Galen. No, these voices would be able to sing their own songs in an adventurer's paradise, where the rules of nature pervaded all.
These voices gathered together in the deep wilderness of the Dreadwater Swamps, to become civilized barbarians. They are the Volks; none but they would decide their fates, and they will not be trifled with the burdens of the Empire. To them, being a Volk was their desire, and a thriving society of uncivilized peoples forced itself into existence within murky backwaters. Formed from vagabonds, ruffians and rogue adventurers looking to make a profit or to retire, a hardened society reared its head, not from outside forces but from entirely internal desires; such would be the mantra of The Confederation of Volkar.
Now led by Mudfathers and Mudmothers, warlords of exceptional prowess, the Volks are fierce warriors, nearly unmatched in their skill with blade and bow. From the frozen peaks of the Frostfang Mountains of Toklo to the scorched deserts of the rolling dunes of the Aranthas Desert, they roam the untamed wilderness, seeking glory in the clash of steel and the roar of combat.
Physiology

The pale white Volks loom over the average human, with men standing at an impressive average of 5'11", and women at 5'8", the average height for men throughout the lands of Humanity. They are of larger build, and weigh in an average of 170 lbs for males and 150 lbs for females. Their sharp eyes tend to be lighter colors of blue and grey, with brown being more sparse. Hair colors are predominantly black, with brown being the next common, as well as blondes. They wear their hair long, both men and female, and usually have long, drooping mustaches. They pride themselves pride themselves in their lavish and well-expressed facial hair.
Fashion

Wear and travel are constants in the lives of the Volks, and they need attire to keep up with their rigorous lifestyles. They clad themselves in mostly thick furs and leathers, with their clothes bearing muted tones of dark blue like navy, as well as some greys, greens and browns. Hooded cloaks lined with the shaggy pelts of wild beasts are a staple for traveling. Their ever-traveling feet are clad in sandals, reinforced to be crafted of boiled leather and woven with strong plant fibers to keep up with constant use. If they are in their homelands and deep in swamps, they deign to wear more water-resistant clothing like lightweight cottons and linens, with leather high-rising boots to keep water out. Being some of the finest leather tanners in the lands of Volantis, they incorporate a good deal of it into their casual clothing, from leather caps to thick leather belts with pouches for various needs.
Generally, due to their humid local, the Volks are sparsely clothed, often wearing skirts with nets to fend off bugs, and half-shirts or no shirts at all if they do not have to worry about bugs and wildlife. They like to wear a special "Grom links," blued steel chain links that hold up their clothes or serve as belts or simply decoration, being a blue lightning bolt, the motif of their God Peruyn. A Volk may also have nose rings as well.
When a Volk has reached their age of maturity, they are tasked with a significant undertaking, often being in the form of a solo venture out into the wilds to hunt and slay a great foe, or gathering resources to make a fine craft. If they come back in one piece, they are gifted by a Mudfather/Mudmother a special circlet they call a Zeleno Vratiće. It is made of a leather band with a special stone, bone, trophy or gemstone in the middle, and is a signification of their self-governance, being their own ruler, and the freedom to choose their own fate.
Being the religious fanatics they are, the Volks have a strong affinity for religiously affiliated metals. Two metals native to their lands happen to be valuable to their faith, that being Fulgurum and Gurza. The most religiously tinted material for the Volks is by far Fulgurum, an extremely rare metal of thunderous properties. Thought to be the divine metal of their God Peruyn, this mythical metal is rarely seen if not in Volkar. Gurza and its ore Gurzalit is more common, but hails from their murky swamps, and is fashioned in regards to their God the Outsider.
Values, Attitudes, Taboos, Morals, and Beliefs
"I was a man before I was a king." - Bandit King Grom
A Citizen of the Confederation will insist that their way of living is as simple as it gets; live for yourself, and others will benefit from so. The average Volk cares about money, power and saving their own asses from their fates, and fervently their Gods. They are not keepers of noble hearts or swept up in thoughts of altruism, but rather seek to hone their skills to seek glory in the clash of steel and the roar of combat. By bettering oneself, whether it be in the skill of the tongue or sword, power or connections, land or craft, you contribute to the collective strength of Volkar.
But beneath their primal exterior lies a society steeped in ancient traditions and honor-bound codes of conduct. In the halls of their mighty fortresses and blood-stained battlegrounds, the Volks uphold the values of courage, loyalty, and strength, forging bonds of brotherhood that transcend the boundaries of kinship and tribe. Proud, arrogant and tricky, they still maintain their codes of honor, lest they become like the other spineless civilizations.
They hold values in individual strength, resilience, and pragmatism, with a focus on personal advancement and survival in a harsh and unforgiving world. Most Volks are individualistic, prioritizing the self before they concern themselves with others. Trust is earned through actions rather than words, and while they may not be altruistic, they hold fast to their own code of honor and principles. They are harshly defiant of any encroaching tyranny or oppression, and are considered contrarian to anything that hinders one's personal freedoms, even if said hindrances help the whole. A Volk is said to be forged of will, and are called the Noble Savages by outsiders.

Volks have loose morals, some might say. A Volk would say otherwise, citing that they always keep to their principles; they are just not extensive. A Volk will nearly always keep their promise, and would not desert their friends, allies, or any under their protection. They are strong and courageous, though are average in terms of intelligence, but excel in their troves of wisdom. They are able to deduce problems and figure things out quickly. Confederation members are often very untrusting of others, and are of the belief that you can make friendships and even alliances with others, but everyone has a dagger hidden in their cloak.
Breaking the trust of a Volk is a terrible thing to them, as they are already scarcely trusting beings. They also dislike wasteful natures, which often has put them at odds with their overseers in the Conglomerate of Ōkami.
Devoutly religious, there's a belief within the Volk faith of Rodovaya Vera in divine favor bestowed upon those who prove themselves worthy through deeds of valor and strength. Fatalism: Fatalistic beliefs are prevalent, with individuals accepting their fates as inevitable and seeking to carve out their own destiny through acts of courage and determination.
Though the Volkar do not particularly have a fascination with nature like the Elves or the Gales, they are enamored with anything to do with storms. Strong winds, the peal of thunder, the crack of lightning as it splits the skies, all encompass the fascination of a Volk. They do not fear it's power, but are thankful for the experience of witnessing the breadth of Peruyn's natural power before them. After all, "It is the storm that comes before the sun" they would say.
Due to their harsh life as travelers and martial pursuers, many die young, and those who live to see grey in their hair are highly honored above all, for Volkar believe none are as impressive as those who live long in a world of extreme danger. This belief bleeds into respect for elders of other cultures and races, regardless of the intensity of their life.
Family

"A Volk likes his women like he likes his alligators-" it is considered rude to finish the joke.
Blood is thin in Volkar, with one's closest family often being not one's kin but rather their close friends who they consider to be brothers and sisters, or their Mudmother or Mudfather. While family is critical to the Volks, blood ties mean little to a Volk. To these vagabonds, only those who have earned such respect through actions, not blood, should be called Family.
In the case that their family unit does stay together and does not cause mistrust, they tend to be small, as Volks don't often have large families, with solitary children being a common occurrence. Volks children leave home at an early age, sometimes even before they are 15, out into the world to make a claim for their name and seek their hearts desires. Of all the people in the world, a Volks truly trusts their family, especially in the rare occasion that they have siblings. It is said that the bond between Volks brothers and sisters is one not even a lightning strike could sunder.
Work & Trade

"Anything for coin."
Volkar has a diverse economy, one that follows a seasonal trend, with much of their goods coming from their travels throughout Volantis, or within the Dreadwater Swamps. The preferred method of trade is bartering, but they will do fine with payment in the common currency of Spirals if need be. Common jobs in Volkar include hunters, trackers and guides, fishers, craftsfolk, herbalists, navigators, shipwrights, tanners, and of course adventurers. Some of the finest leatherworkers in the land, tanners and skinners hailing from Volkar compete with those from the Clans of Galen in terms of quality leather.
When they are in other locations around the continent, they tend to be outsiders themselves. A Volk often finds work as a monster hunter or a sellsword, using their upbringing for their material gain.
Exports in these lands are numerous, and unique in constraints and offerings. Namely, iron as well as Emperium is sparse in these lands, and thus steel is infrequently seen. Bronze is the chosen replacement, being that their quarries of tin bear exceptional yields.
Volkar happens to house the first forgers of Fulgurum, with clandestine Volkar Lightningsmiths bearing a tradition of creating legendary workpieces while entirely blinded, binding cloth or leather around their eyes so that they may not gaze upon the divine metal. They also forge and work with Gurza, refining the Gurzalit ore within bog furnaces dried out from the swampy environment to create weapons of deadly sickness and poison. Meteoric Iron is coveted when available, thought to be tied to the Thunderlords of yore.
They employ usage of Bogstriders, a species of horse which can ride well within the swamps with great big hooves which allow them to run on water-soaked mud. Throughout their swamps they employ special catamarans which are frequently powered by magical enchantments of Stormcaller origin, providing perpetual wind in their sails even when surrounded by the thick trees that swarm their lands.
Due to the high amount of bog moss, peat is of abundance, and is used as a highly efficient fuel source. Some of the more hostile waters have acidic water and can be used to tan hide and to mummify anything that dies in the water.
Religion

"Your breath the wind, Your step the earthquake, Your voice the storm. Spare us, we beg you."
Volkar is a fervently religious land, with most Volks being a part of the Rodovaya Vera faith, with adherents being referred to as "The Stricken". This a chaotic faith, governed by Peruyn the Typhoon, the Storm God, Director of Lightning, He who's Voice is Thunder, True Sunderer of Svarog the Skyblight. He is nearly the sole object of the Rodovaya Vera faith, though their pantheon is extensive in members, even if they are not worshipped. His mood can change like a storm growing over the hills, and the Volks fear him. He has a chosen Archdrake as his mount, Falakungqo'zmey, Archdrake of the searing light of crackling lightning.
Peruyn bears a sister, Oro, Goddess of Stormcall, The Bountiful Hostess, Divine Trust, She Who Fosters Families. Oro is said to be felt in those moments of true trust amongst friends and family, where a special kind of magick can be felt. Oro bestows upon all their good fortunes of family, and the powerful Stormcaller Magisters have Oro to thank for bestowing her magickal powers upon them.
Minorly worshipped, but greatly valued in the Rodovaya Vera faith is The Outsider, He who was Born Without Name, Drinker of Hot-Blood, Head of the Wild Hunt, Elden Traveler, Shadow Hunter. He is the God of Wrath, Vengeance, and Retribution. The Outsider is a god without compassion or mercy, and is the divine embodiment of the wilderness, brutal and uncaring with no mercy. Very little is known about him, and he is shrouded in mystery and darkness. Whether or not he has good intentions for the world is a matter of debate for most.
Opposing Peruyn and his heavenly host is the Queen of Lies, Zmija, The Conspirator, Self-Serving Savior, Deal Breaker, Dark Mother, Betrayer. She is said to reign deep within Fundament, or the Hells, scheming and plotting on the downfall of the world at large. Her bad blood with Peruyn and his cast is said to have existed long before Animus Liber was hewn from The Universal Stump.
Aiding the Dark Mother is Svarog, the Skyblight, God of the Ophidian, The Serpent Deified, The Scourge of the Heavens. This multi-headed divine beast is believed to be the progenitor of all Dragons, Wyverns, Archdrakes and dragonborn. His wingspan is said to be able to blot out the sun, and his various types of magickal flame that spout from his dire breath is said to be some of the most powerful winds of magick the realms have felt.
The story of this divine cast starts as so.
The story of this divine cast is said to have started with Zelenošć, The Universal Stump. Before it was a stump, however, Peruyn had came across it in his journeys throughout the Celestial Skies. For reasons known only to Peruyn, a felling axe of divine might was taken to the tree, chopping it down and leaving but a stump where flourishing tree had been. Upon this stump's surface was the raw, unmolded form of the Mortal Realms, or Animus Liber. With a mighty inhale, Peruyn unleashed the 6 Winds, the currents of air which would carve and shape the world gradually into the predestined form it was to take. His spit would mix with the Universal Stump to create a mud through which he molded and brought up what would be the Volk. With him was his sister Oro, Divine Hostess, and she bestowed upon the fledgling world the blessing of spirit and soul, guiding the winds into more refined form. Before long, the world as we now know it began to take shape, with deep channels cut for rivers and stones arranged for the mountains by the mere breath and direction of the divine siblings.
However, as Peruyn was occupied, the sly form of a serpent began to slither up the stump, coiling around it and striking at Oro, putting her into a deep slumber. The serpent sprouted a pair of great wings and fearsome claws and fangs before taking Oro deep into the Celestial Sea into the Fundament, otherwise known as Hell. Peruyn knew this to be the deeds of his mortal enemy, Zmija the Queen of Lies. Zmija sought to prevent the creation of Animus Liber, whether by destruction or deterring Peruyn's work. Zmija the Dark Mother was weaker than Peruyn, but she was cunning, and known as the Conspirator, for she had convinced the great Skyblight Svarog to aid her in her nefarious plans, while she hid content in the bowels of Hell.
Entering unto the cosmic scene without heraldry was The Outsider, said to have emerged from an unspeakable darkness of pure nothing, out into the world of Animus Liber. Having came at the behest of the death of The Universal Stump Zelenošć, The Outsider was poised to strike at Peruyn with his great longbow which brought True Death, seeking to impartially right a cosmic wrong. Through a conversation unknown, Peruyn was able to defer the Outsider's retribution, believed to have seen the wisdom in Peruyn's Grand Design, as the Outsider was shown the burgeoning world on the Mortal Plane that was forming as the 6 Winds blew. Lending an ear to the God of Storms, The Elden Traveler showed Peruyn the way to enter the Fundament. It was to be a horrific plane of gnashing teeth and storms which hailed skulls of crying acid, a place of chaos and torment filled with demons and tyrants and unheard horrors.
Before Peruyn could delve deep into the Fundament, his divine armaments were needed to combat the darkness that was before him. Taking up his divine maul Tidebreaker, he donned his Winged Helmet of the Winds themselves, girdled himself in the Mail of Hail, and set out upon his Divine Beast Falakungqo'zmey, Archdrake of Lightning. With his sister's blessing of Stormcaller Magick still with him, the God's journey began to rescue his sister from the clutches of Zmija and Svarog. Such was the speed of the pair's flight, the winds contoured around the wake of their travel and formed the Vetrołom Straight, or Wind Breaker Straight. Even now, clouds follow in the echo of Peruyn and Falakungqo'zmey's path.
As the Outsider guided Peruyn into the Fundament, a bloodied path of crimson tears were shed on the God of Storm's warpath to reclaim his sister Oro, as his descent upon the Chosen Archdrake left tornados in his wake deep in the bowels of the lands of the Demons. Finding her trapped deep in a sunken level of Hell where no light could find purchase, The Fortress of Night was sundered with many blows of Tidebreaker, exposing the Sorcerer God Zmija herself in her lair.
Easily besting the Conspirator in combat, Peruyn freed his sister Oro, though discerned a trap had fallen upon their predicament in the form of a godly curse. Oro would forever be weakened and sapped of her strength should she leave the Hells, cursed to remain there or be faced with the reality of True Death without her divine powers. At the same time this was discovered, Svarog had come upon the Divine Siblings in a fury of godly magick in his breath, the God of Dragons assailing the weakened Oro and the weary Peruyn.
A great battle ensued, with Peruyn winning the battle at the cost of one of his eyes. Svarog was cast deep within the bowels of the earth from whence he came, but this would not be the last Peruyn would do battle with Svarog.
With this predicament, Peruyn swore his weapon to the eradication and purging of Zmija's forces, so that while his sister Oro must remain in the Fundament, she could be free from their wretched grasp while there. ![]()
One day in the future Svarog will be unleashed upon the realms again, along with a teeming host of demonic threats and forces accompanying him, crawling out of the deep and overrunning the world with their sulfuric scourge. Until that day comes, Peruyn and his allies fight the tides of Demons in a war eternal, streaking across the skies in peals of thunder and strikes of lightning upon divine steed, abating that day for as long as Peruyn draws mighty breath.
For their afterlife, they believe that as a reward for their life of strife and combat, the Volks get to continue their exploits in the afterlife. Set far in the skies above, they join with Peruyn and the heavenly host and are gifted their own dragon, where they engage in combat eternal. Some believe that the Lightning in the skies is not just Peruyn's strikes but rather their fallen brethren flying through the skies in glorious battle in an expansive sea of clouds. At the end of the battle, all of the warriors are rejuvenated and brought into a grand hall where all can eat equally, a true barbarian's paradise.
With their faith established, Volkan faith of Rodovaya Vera is that of suffering and blessing. Seeing their gods suffer in times prehistorical and coming out on top inspires the average Volk to do the same. As so they suffer, their Gods know what it means to suffer, and can sympathize with them. They have formed as a Theocracy, with the religion of Volkar being directly tied to their governing body. To Volkar, their faith is above all. Where others might simply view a Volk as lawless or untamed or chaotic, a Volk views themselves as strongly moral and adherent to their beliefs; their list of beliefs and morals are rather short and simple, however.
The average sentiment of a follower of the Rodovaya Vera Faith is that the world is a dire place, wrought with suffering and turmoil throughout. Even their own gods are cursed with incurable ailments that keep them in Hell. However, what matters is whether you fight this unending tide or not. You can choose to spit in the eye of a guaranteed doom and go down swinging, or you can turn away and let it sweep you into oblivion. Those in the Rodovaya Vera Faith known their answer...
Agriculture & Cuisine

Being located in the Dreadwater Swamps, the ecosystem is very diverse in both tamable animals and dangerous beasts for Volkar. Cattle is prevalent even here in the lands with less soaked land, with Rogats, or Moss Cattle, being their herd animal of choice, as good grass grows near them. These are large beasts of burden with dangling moss always growing from their large horns which hold no angle to them, poking out in a line.
The humid subtropics give light to a bounty of fresh fruits and vegetables, including water spinach, bog beans, cattails, taro, water chestnuts, bog cranberries, bog bilberries, swamp gooseberries and blackberries, and marsh elderberries are all seen thriving beneath the willow trees. In times where land is scarce and the water needs to bear the burden of agriculture, floating gardens are employed, with rafts or canoes growing their produce.
Rices, shrimp, fish, vegetable stews, as well as a strong mix of herbal concoctions and spices are common staples in Volkan dishes. Wheat is not seen here, and is instead replaced with cattails. They are rather advanced on fungiculture as well, as the swamps humid conditions foster an untold number of unique mushrooms and molds, some of which they allow to grow on their food for unique cheeses and natto. Tubers like potatoes and yams, corn, cassava, and taro are also eaten well. Pickled products are beloved like sauerkraut, pickles, and kvass.
Transport through the Swamps is not easy, with a sizeable stretch of it being mud and water. Fortunately for farmers and travelers, a number of options have been domesticated in these lands. Swamp Skimmers, a type of stingray that live in freshwater swamps and marshes, surf under the surface of the water, large enough and docile enough for domestication to be rode upon. They employ usage of Blatos, or Bogstriders, a species of horse which can ride well within the swamps with great big hooves which allow them to run on water-soaked mud. Throughout their swamps they employ special catamarans which are frequently powered by magical enchantments of Stormcaller origin, providing perpetual wind in their sails even when surrounded by the thick trees that swarm their lands.
More foul creatures that exists in these lands include devious carnivorous plants, herons that fish for mortals rather than fish, the dreaded Titanboa, giant water spiders that paralyze after lunging from underwater burrows, and the rocktopus, a small octopi-like creature that is fond of shooting stones at passer-bys.
The dietary restrictions that followers of the Rodovaya Vera adhere to are the strictest in the lands. No wheat, for it fares not in the heavy rainfall, and is not worthy of their focus. No pork, for the swine wallows in the earth while Volkan minds look above. No produce from the desert, for anywhere Peruyn does not go, they care not for.
Architecture & Locale

The Dreadwater Swamps the Volks call home is the seat of Volkar, and makes up the majority of the biome they live in. Having to build for a variety of severe weather conditions like flooding, intense rain and typhoons (which they welcome,) water-resistance is a key feature. Stilt houses raised above the water, connected by docks with meet in a central communal space all above the water are indicators you have entered a Volk settlement. Reeds and thatch construct their roofs, with woods like mangrove making up their planks. Interior designs are very open, to reduce muggy, condensed feelings. Land is hard to come by; if Volkar is in need of more land, they will reclaim such by installing large dams and dykes to form polders, or constructing pipes and funnels, or even a Dúrvan Screw, named after the Ironhand who invented the method of moving water with only mechanical energy.
The flora and fauna are extensive in these lands. Cypress, pine, mangrove and sweetgum trees are frequently seen, accompanied with the classic willow tree and tupelo trees. Cattails and wolf rice dot the waters, as well as slider turtles dipping their heads above water to assess their situation. Alligators sulk beneath the hanging ferns as lizards bathe in the sun. Snakes and frogs roam the mud, with marsh deer stamping about the water lilies. A plethora of fish species hide from egrets and herons as they play with otters, dragonflies and mosquitoes buzzing overhead.
Government & Social Hierarchy

“I pray to the six winds… and you?”
To the Volks, religious, social and governmental hierarchies are all tied together. Highly religious, the Volkan society is governed theocratically. Peruyn, their God of Storms, The Typhoon, sits at the head of their governance. However, they do not have a strong central government, as the polity was founded by a group of adventures, and is mainly constituted by such still. Peruyn is said to speak through the wind and rain, His peals of thunder His decree, and His lighting his direction.
For those who need a more mortal form of guidance, the Mudmen (retired/semi-retired adventurers who govern a small body) tend to elect a particularly devout Stricken to be the Cirrus of the Ecclesiastics of the Rodovaya Vera, which are clergy members who more or less totally govern all of Volkar. The dictates of law have no bearing on the booming rapport of The Typhoon, and all shall heed His Voice.
They do have people set in power however, and laws are enacted, with the typical political figure being a retired wayfarer who has taken up semi-permanent residence and hung up their sword as a Mudfather or Mudmother. However, as most in Volkar distrust political figures, whether there be any reason to do so, all Volk political figures are not allowed to hold office for longer than 5 years, after which they are expected to pick up adventuring in some sort of fashion once more, unless they are of elder age, though not many Volkan live to be an elder.
Due to their harsh life as travelers and martial pursuers, many die young, and those who live to see grey in their hair are highly honored above all, for Volkan believe none are as impressive as those who live long in a world of extreme danger. This belief bleeds into respect for elders of other cultures and races, regardless of the intensity of their life.
Weapons & Military

As predominantly adventurers, Volkar has a variety of armaments, ranging from bolas to longswords to weapons of war like trebuchets and chariots.
Volks are partial to mounts. A good number will ride Bogstriders, and will turn their noses up to normal horses, saying they shy away from combat too much. Calvary weapons such as curved sabers and spears are used, but no armament is as tell-tale as the unique armor that the noble barbarians wear when Volkar goes to war. Some of the only times they will wear heavy armor, the mighty Tempestuous Calvary, adorned with large headdresses of feathers that flitter and flap in the wind as they ride, incite fear in many who are unfortunate enough to be on the receiving end of a Tempestuous Calvary charge. If the charge is led by a Stormcaller
Outside of wartime, (and sometimes even during) a Volk will prefer minimal armor, as it hinders their ability to be connected with Peruyn. Thick furs and hardened leather including cuir bouilli or boiled leather make up the common fighting Volk, with chainmail often being the only metal armaments they will keep; if any plate is worn, they choose to wear pauldrons and possibly gauntlets on one arm.
Their fighting tactics tend to be suited best for small scale skirmishes, as they are more of a small and solitary fighting culture, rather than a roaming warband. Weapons of choice include a large shield, a short spear or a sword, and possibly an axe on their hip. They enjoy ranged weapons such as bows both short and long. When hunting game (or men for that matter) they employ the Rogotina, or Bear Spear.
For those most faithful in the Rodovaya, special weapons are employed to further the 6 Wind's reach. For those who are said to be able to directly hear the rumble dictating the path of lightning itself, the mighty and mythical metal Fulgurum is reserved, forged by the legendary Lightningsmiths of Volkar, whom only forge blindfolded, lest they gaze upon the divine sight of The Typhoon's holy metal. For the less divinely touched, Gurza is a rare but deadly metal which leaves a rot in the wounds it opens, and can be found in arrowheads. Steel is rare, and as such bronze weapons and armor are very common in these lands.
Music & Art
Volks understand the reverent nature of climatic weather, and make sure to incorporate it into their music and art. Many distant mountaintops are littered with ancient Volk shrines carved of fulgurite (not Fulgurum) to reach out towards the Heavens, hoping to draw the presence of The Typhoon Himself. Rain drums dot the Dreadwater swamps as the falling rain beats out a tune differently each time with copper pipes and valves, with any of the Rodovaya Vera faith said to be able to discern it's meaning. Polyphonic singing, aka throat singing, was pioneered by traveling Volk who caused much distress in the passerby's who heard their chanting. Violin, flute, drum, and bellows-powered instruments akin to accordions are all used in concert, with a Balalaika often leading.
Many know of the covetted Volkan Steel. Though not magickal in creation, there floats much superstition around its formation. Though only the Volk know the full process, it is said that one takes a steel sword and bathe it in the blood of either others or a foul beast. Then, one must hold the sword high as you gallop upon horseback through the land, the whipping winds drying and hardening the lofted weapon.
Epic ballads of heroism, romance and adventure are always a topic of great amusement for the Volks, with reality often being mixed with fiction in great bouts of boasting. Their daring deeds are often crafted into artforms of various types, such as a story of a Mudfather besting a Crybeak in the Frozen Wastes of Toklo with nothing but a rope and a box of enchanted Kyeros Crystals, all for a night's stay in the nearby Joagundric settlement.
Magick

"Magick is held by those who want to rule."
Despite being populated by power hungry adventurers willing to use anything to their means, Volks do not like magick, which they call the Willed Word. Traditionally, no Volk is allowed to practice any magick that is not Stormcalling or Alchemical in nature, as in accordance with the Rodovaya Vera Faith. They hold dear to this faith due to the belief that all Magisters, regardless if they are noble Paladins or ruthless Liches, are dangerous. Furthering this point, if one does practice Stormcalling, even if it is the divine magick of their God's Sister, they are not allowed to hold any form of political office, less their hunger for power corrupt their shoddy government. If someone is a loyal follower of Peruyn, he does not give them magick, but rather beseeches Oro to permit their magic usage.
Though not all follow the faith to the letter. Those who reject The Typhoon's words through the Cirrus of the Ecclesiastics, tend towards more dark and daring magicks. Many a Tyrant or Deathsinger has found it's origins deep in the Dreadwater swamps. Theirs is a disposition to all things power, which brings them to a dark path with the occult. Some of the darkest Magisters and most evil sorcerers have been Volk...
The Volk view others who hold magick in a negative and skeptical light. With both fascination and skepticism do the Volk observe Magisters. Those who seek to wield it for personal gain are seen as succumbing to dark impulses and malevolent influences, despite the search for personal gain being encouraged throughout Volkar. Magic users who become too powerful are viewed with suspicion and may be feared as potential threats to society.
Others
"Much is lost to the bog, including an abundance of cordial guests from neighbors."
Dwarves: Any dwarf of the Khazgani Mountains are held in high regard, and much work has been done together on a variety of matters. Those from the far distant lands of the Austral Wastes such as the Rimebeards are hardly seen, if at all. Not too far away are the Glassaxes of Azbar, which they have some uncertain opinions on their sly tongues that lead them to greater wealth. All in all, the Underkingdom of Khazgarim has once called upon the blades of Volkar, with a vocal response of affirmation given.
Elves: As the original practitioners of dominion and tyranny, the Sun Elves incite woeful curses and slander on the tongues of those who hail from Volkar. Many a burning caravan in the sands of Aranthas have been pillaged and slaughtered by roaming Volkan sellswords. The Volks nearly feel it their obligation in this life to remove Sun Elven taint and influence from these lands, wherever they go.
Moon elves have a friendly dislike from the Volks; despised for their lust for power and their tendency to make up the evil sorcerers Volks always oppose and slay, the elves of Elunestra have more than once joined forced with the brawny pelt-clad warriors under the Conglomerate of Ōkami to fight many wars on various fronts. As for Star Elves, most cultures will be friendly to them, and that is no exception with Volkar, though the definition of what friendly means varies from Volk to Volk.
Humans: In the ideals of Volk hearts, tyranny is to be oppressed in all avenues of life; no where do they see this more than in the Empire of Man. The Empire is to be disrespected, disgusted, deposed, fought and rebelled against in all manners. Deep is the history between the Imperials and the Volks, such that few can remember many good things that have happened between the two banners of Man beyond the Chaos Incursions. As every failed war from the Imperials to colonize the Dreadwater Swamps fails, the resentment between the peoples grow. Not only that, but there is a long-standing feud between the people over the rightful heirs to the Sturm lineage, one of the noble houses from the First Man, Adalmin.
Galen is seen to be the lapdogs of the Empire, and are directly opposed to the Volkar; where the Empire has constantly raided and pillaged and burned Volkar, the Volks have constantly waged bitter and dire battles against the Clans of Gale. Racism and vulgarity abounds when the two cultures are in the same room. If either can find a way to hurt the other, they will go out of their way to do so.
Volkar is viewed fondly by Joagundr, and thus in return are sentiments held. The two aided in the quasi-vassaldom of Joagundr from the Empire under the Conglomerate of Ōkami. The two rarely see each other though, as they exist on opposite sides of Volantis.
Those of the Conglomerate of Ōkami are respected for being self-serving, but are often seen as untrustworthy. They would rather deal with them than the Empire however, and often do alchemy trades with them. This has led to their Vassalage under the Conglomerate, and the two are stalwart allies against the Empire of Man.
Culiacán is seen as a weak and boring group of people in regards to their lack of adventuring, but the Volks lavish in the times they spend relaxing and enjoying fine drink and meat refection with their neighbors.
Conclave - Mer: Of all of the peoples of Man, Volks enjoy the presence of the Conclave the most. With both Mer and Volk being the fighting and adventuring type, many of their run ins have created a mixed pool of emotions within Volkan hearts. Mer are perplexing, as their love for the fight is not paired with a purpose of gaining power or wealth or other material gain, and almost seems pointless to Volks. Some cultural issues exist, primarily in death rites; where Volk exalt their death and value their tombs and burials, Mer do not and burn their dead.
Conclave - Ophidian: The people of Volkar get along well with the Ophidian members of the Conclave, as both have a deep-set hunger for power and gain. Being relatively close to another, the Ophidian and Volks embrace trade amongst their people, both material and artifacts.
Naming Conventions
Volks keeps their names rather simple, though often they will put a title as their middle name. They follow the traditional naming scheme of First Name, Surname.
Male Name Examples:
Aleksandr Borovski, Anatol Yefremov, Anton Kostov, Arkadiy Zhuravlev, Bogdan Tomich, Boris Dubrovsky, Denis Sokolov, Dmitriy Popov, Evgeniy Pashkov, Fedor Kuznetsov, Gleb Zaitsev, Igor Brankovic, Illya Suvorov, Ivan Kovac, Kirill Kolarov, Konstantin Belyakov, Leonid Abramov, Maksim Petrescu, Mikhail Jankovic, Nikolai Milosevic, Oleg Novak, Pavel Stanislavov, Petr Maric, Pyotr Markovic, Roman Kuznetsov, Sergey Ivanovic, Stanislav Tomislav, Stepan Petrovic, Valentin Pavlovic, Vasili Kostadinov, Viktor Dzumhur, Vladimir Dragomir, Yuriy Milosevic, Zharko Antic
Female Name Examples:
Anastasiya Ponomarev, Darya Kozlov, Ekaterina Volkov, Elizaveta Novak, Irina Petrov, Kseniya Sokolova, Larisa Milosevic, Lyudmila Dragomir, Mariya Ivanovic, Nataliya Tomich, Nadezhda Jankovic, Olga Stanislavov, Svetlana Pavlovic, Tatyana Kostov, Ulyana Kuznetsov, Varvara Zaitsev, Vera Zhuravlev, Viktoriya Brankovic, Yelena Maric, Yevgeniya Milosevic, Aleksandra Kolarov, Anna Dragomir, Elena Popov, Galina Novak, Natalia Petrov, Oksana Milosevic, Polina Zhuravlev, Sofia Sokolova, Valentina Maric, Yana Ponomarev
Important Figures
Alexei the Barbarian: Simply put, Alexei is quite possibly the greatest adventurer to ever live in Volantis. The walking embodiment of Volkar and the Confederation's values, the Barbarian has slain more monsters, filled more coffers with gold, weaseled his way out of more traps and schemes of dark sorcerers and saved kingdoms than many of the most known adventurers in the continent. Adorned in a great Beast Belt and armed with a glaive of Fulgurum enchanted by Stormcaller magick, Alexei ended up as both one of the most storied as well as long lived adventurers in Volkar, a mix often unlikely. He was said to have been last seen upon his trusty steed Bogstrider "Mercy" riding off to slay an unknown force in lands far beyond his home. He lives on as a role model for nearly all Volks.
The Stormlord: The Master Stormcaller's fame stems from his unparalleled mastery over the elemental forces of wind and lightning, which he wielded with terrifying precision and power like no Stormcaller has ever done before him. The Stormlord's ability to command the tempests and bend them to his will made him a figure of awe and reverence among mundane and Magisters alike, leaving an indelible mark on the annals of history as one of the greatest sorcerers to have ever walked the earth. His last moments are believed to have seen him facing against a hoard of Mer Sanguinists from Divan whom had summoned a dreadful demon of Fundament. It is said that Peruyn beseeched Oro to fill his chosen with unbearable power in these final moments, causing the Stormlord to be completely consumed into a living embodiment of tempestuous storms and lightning, loosing all corporeal form to wreak havoc upon the malevolent demon and Divan Sanguinists.
King Grom: When times of trouble brew, some say heros are born to answer the call for bettering the world through self sacrifice and through a heroic quest. King Grom the Bandit King is no such hero. Through brutal cunning and a lavish flowing mane of hair, King Grom secured himself a position at the head of a bandit gang, scourge of the Imperial Fist. With a strict adherence to traditional Volkan values, a fierce devotion to the first and last King was garnered. King Grom became the only Stormcaller to hold office, as was the custom of the Ecclesiastics of the Rodovaya Vera to prevent all Magisters from holding political offices in Volkar.
Ulfric Novák: A renown Volkan Blacksmith taught by the dwarves, who was proficient in both hammer and tongue, eventually becoming a king of one of the many kingdoms in the Empire. He is a fabled figure not for his skill but for his rags-to-riches story, inspiring hope in all who find themselves in poor times.
The Broadswords: When it comes to the braving of the most dangerous beasts in the land, few could compare to the guild of women monster hunters known as the Broadswords. With a continent-spanning reach, this guild supplies able bodied women to the front of any combative scene of monsters and beasts. Though they strictly exclude themselves from any human on human combat, their efficacy at taking out creatures of all sorts and sizes is of great renown.
General Dragomir: A draconic military ruler in both policy and in race, Viktor Dragomir was once a simple soldier in the various wars against the Empire, before turning to the Wyrmlore and becoming a Dragonborn, filled with the fire of fighting and the lust of war. His was a quick ascension into power, and under his rule did the Verdant Wars take place. An aggressive incursion into the Galenean lands of the Coille Forests, much land was razed and burned to ashes at his blade.
Legends & Myths

Calvary's Crest: A gift from the Ironfists after unleashing an unforeseen chain of events, this relic is the aftermath of a dreadful battle against what can only be presumed to be a relic of some sort of unknown race, which the Cirrus of Ecclesiastics wears as his sign of office. It is a large hollow object of Relic Metal adorned with feathers and fashioned into a helmet for the Tempestuous Calvary. It has a peculiar history of numerous thieves guilds attempting to acquire the artifact...
King Grom's Zeleno Vratiće: Also known as the Bandit King's Crown, this is the circlet of King Grom, the first and last King of Volkar. The circlet is of Relic Metal bound in Devildile hide, the only "crown" of Volkar.
Storm's Refuge: An immaculate creation of thunderstones, this rocky artwork depicts the visage of an unknown solider in the Chaos Incursions, who, though lacking in title, armaments and magick, laid down their life to deliver critical information to the Conclave that the Doombringer's Wastewalkers had broken through the Volkan defenses and were heading towards Arumvex's Folly.
The Undead Bogs: Though a good portion of Volkan lands constitutes the Dreadwater Swamps, a more acidic and foul area of water is said to be deep in their lands known as the Undead Bogs, where any who die here remain for an eternity, unable to move on to their appropriate afterlife. Passage is limited through here, not only for the chance of being denied an afterlife, but also for the proclivity of foul Necromancers using these bogs as great stores of bodies for their schemes...
The Devildile: Though this world runs rampant with dangerous creatures and beastial foes, few can call themselves Apex. Most would think of Dragons as the rulers of the natural world, though some may say the Ancient Arboreals rule sagely in the forests. For the swamps however, it is the Devildile that rules. A colossal wyvern with no wings, short arms and a very thick body, it has a ravenous appetite for anything that moves. The location of a Devildile is always tracked by the Confederation, for their destructive power is always cataclysmic, and entire villages can be razed within minutes.
Magickal Volkar Armaments: Despite avoiding magick, including Artificery and its ability to enchant objects, Volkan swords of legend bear magickal properties, despite no one weaving enchantments into the blades. Only those which have been around for centuries and passed down as family heirlooms exhibit these properties, which happens to be unique to solely the Volks...
The Lightningsmiths: Volkar happens to house the first forgers of Fulgurum, with clandestine Volkan Lightningsmiths bearing a tradition of creating legendary workpieces while entirely blinded, binding cloth or leather around their eyes so that they may not gaze upon the divine metal.
The Thunderlords: In a time far removed from now, when the first man walked upon Volantis, it is said that from him was sired a line of conquerors known both fierce and just. They are known to the Volks as the Thunderlords, and much discussion is held in political circles over the claim of the Thunderlords to the House of Sturm, one of the direct sons of the First Man, Adalmin.
Festivals & Holidays
Night of Fried Foes
During the Dominion of Soluary
A day of great celebration and renewal of purpose for Volkar, the Night of Fried Foes is a recognition of an event in the early 4th age where the Empire of Man invaded the Dreadwater Swamps to vassalize Volkar. They instead were lured into a fatal trap in which the swamps were electrified by Stormcaller magick. Thousands of Imperials sank beneath the algae that day. The holiday is a reminder of rebellion and rejection of tyranny, and one the Volks hold dear. Much to the disdain of the Empire, this holiday falls near Sun's Day.
Vigil of Fallen Heros
During the Dominion of Hoarpall
A celebration of the life and sacrifice of the noble heros who laid down their lives during the Cataclysm of the 3rd Age: Age of Legend to fight off the scourge of Chaos. Some cultures use this opportunity to pay respect to fallen relatives as well, a remembrance of all who came before, shown frequently in the form of gifts or walking vigil processions, to imitate the mobilization of war.
Cloudburst:
During the Dominion of Stormharrow
Celebrating their religious fascination with storms as manifestations of natural power and vitality, Volkar honors Cloudburst as an honoring of Peruyn above all in fervent prayer and shows of faith in an extensive series of rituals. Marking the peak of the stormy seasons in Volantis, the rituals begin with solemn rituals conducted by Mudfathers/Mudmothers, leading into the invocation of Peruyn's great might in the form of feeding energy into the storm as it burgeons overhead. What ends up taking place is a dangerously large man-made storm that then drags over the land as the Ecclesiastics of the Rodovaya Vera faith lightly pierce themselves (often in their earlobes or lips) with blades or other sharp objects as lightning strikes around them as a great display of faith.
Linage Recitation
Whenever a great event is to occur, such as the marching of men and women to war, a grand ritual with Stormcallers, or any morale boost being needed, the Linage Recitation is conducted. All participants will gather around a fire, burning bright. The Mudfather or Mudmother will rise, while all others will sit on the ground. The Mudmother or Mudfather will begin reciting their lineage, starting at themselves, and then going as far back as they are able. If any of the other participants around the fire hear a common ancestor, they must rise and join the recitation. As time goes on, the entire group will have risen in a unified recounting of their shared ancestry.
Death Rituals
The Volks put much respect on stories and history, and as such they revere their dead, hoping to give them a good sendoff into their eternal battle in the fair skies above. Volk are buried not laying down but sitting up, head square and forward as they are lowered down in a chair, with more noble funerals featuring a throne. Pilgrimages are common around the continent from Volk, who wish to travel far and wide to be with the spirits of those who's tapestry of life are lavishly long.
History

Synopsis: The Confederation of Volkar is believed to be founded by the plotting of a Moon Elven sorceress, of whom placed an eternal curse upon the land, turning it into the Dreadwater Swamps, and bringing misfortune upon any who might live there. The warbands that made up the original settlers decidedly declared that was the perfect place to found a nation, and thus did the harsh mires of their homeland become settled. The people came not from any nation but from the world itself, adventurers who needed a place to call home, those wishing to escape harsh lords or escape the harsh fate of magicks. This was founded rather recently, in the late 3rd age.
The Empire was threatened by the high concentration of so many powerful adventurers, so they devised a plan to hire them to fight in their wars for them. Volkar of course accepted, and the wars fought with Volkan Mercenaries were greatly successful, but the Volks would pillage and loot and burn after winning, which made the Empire look poorly in the eyes of outside observers such as the Underkingdom. The Volks didn't listen to orders much, however. So it happened that the Volks would hoard all the plunder for themselves and tell their officers in the Empire to screw off to their stone towers. Before long the Empire turned on Volkar, further reinforcing the Volkan belief that all have daggers hidden in their cloaks. A great battle and then war ensued, with the Empire having magic and numbers, whereas the Volks had strength of will and skill.
The wars between the Volkan mercenaries and the Empire were beautiful and tragic, with the Empire securing a pyrrhic victory, loosing well over 5 times as many men as the Volks did, though ensuring the mercenary groups were more or less wiped out. Epic stories are told about the glorious of the merc groups fighting the empire, with some notable examples having the beginnings of Stormcaller Magick. Some consider this a death of the first Volkar Nation, in which it slowly is reborn over decades/centuries.
It returns later, whether hiding or reborn, and is now fanatically theocratic. They have now fully dedicated themselves to the Storm known as Peruyn, and there are numerous of the fabled Stormcallers now instead of a spare few myths. The Volks are seen in cities around the lands of Volantis, and the Empire gets word of an old enemy resurfacing. Thinking that this will be an easy fight once again, they send a messenger to Volkar, declaring them vassals or enemies; their choice would be demanded within a week. Their answer was sent back in the form of the messenger's head, as well as a map pointing towards their capital. The Empire, spurned with anger, rallied their troops and sent an army to the Volkan capital, but instead of a sprawling landscape, they found an untamed land of festering swamps and mires. The map sent was in Volkan land, but was a trap leading them to a random area. The Stormcallers electrified the swampy waters, and, as some would put it, "fried" thousands of Empire soldiers, forcing a retreat. They fondly refer to this night as the Night of Fried Foes. The empire retreated, and many other attempts were led into the mires, with great mitigation of the electric trick of the Volks, but the existence of traversal through swampy conditions remained far more devastating than any magical attack.
In modern times, the Empire and Volkar are still at "war", which means there have not been any attacks in years but no truce has been made, with the Empire still devising a way to invade and conquer Volkar. The Volks have done their own fair share of dastardly antics, including the Verdant Wars, led by General Dragomir, a veteran of the prior Imperial wars. Much of the Clans of Galen's Coille Forests were razed at the Dragonborn's behest. Volkar took part in a number of important Volantis-wide conflicts including the Chaos Incursions, of which they did so not out of a sense for "the greater good" but rather because the Doombringer had razed some of their lands on an island long ago. Also, with a perpetual refusal of the Solar Temple, the Volks would raid those who did not convert to the Rodovaya Vera faith.There is also a long-standing feud between the people over the rightful heirs to the Sturm lineage, one of the noble houses from the First Man, Adalmin.

Last edited: 3 months ago
