THE
RAST
WARG
("RUST
WARG",
"DOMESTIC
RED
WARG") |
The phrase
"a horde of wargs" might cause some to run for their
homes and pile everything they can in front of the door in some places. However,
on the Steppe of Kruswik and surrounding areas it’s a common phrase. One might
hear a farmer's wife saying to her husband, "sounds like the Rattes takin' there
hounds out ta hunt" and her husband reply calmly "or we gotta horde of
wargs out back". There wouldn't be any shouting and
running into homes, but just a solemn nod and a couple extra checks on their
livestock.
The Rast Wargs are part of their life in these areas. They live on the land as
much of the people and from time to time take what they need to survive. For the
most part, those that have lived their lives in warg
territory leave them alone and the Rast treats the
humans around them as if they aren't worth of their time. True, the beasts
are hunted, though mostly by those that do not live in the area. Other than
that, there is somewhat of a bond between the people whose ancestors had lived
among the wargs in times long past and the Rast Warg,
that was once considered a domestic breed.
The name, "Rast Warg", was given to these beasts in honour of Rastaar 'Rast'
Lawett, the Kyranian who was the
first to be able to tame one of the wargs and ironically,
was killed by one of the beasts as well. Over the years the names have taken on
other meanings and the beasts have become referred to as different things. Those
out on the Kruswik Steppe just refer to them as wargs as
they are the only beasts of that nature that most have ever seen. When talking
to some, they seem to be in general agreement that honouring the fool that got
himself killed by one of the beasts seems pointless as well. In some areas they
are called Rust Wargs, referring more to their colour and the line of hounds
they are believed to have sired in their past. The least common team, the
"Domestic Red Warg", is mostly used to refer to the past beasts and only used by
scholars.
Appearance.
Due the fact that its height at the shoulder falls almost exactly between the
tallest and shortest types, the Rast is considered to be the "average
warg". The smallest warg to be
found on Caelereth in times past and
present seems to be the Eanian, or White Warg, which stands around 1.3
peds at the shoulder. On the
other end of the scale, the Hellhound, also known as the Red Warg, like the Rast
(which leads to the term Domestic in front of Red Warg for this species), or the
Fire Warg, stood around 1.9 peds
at the shoulder, though lucky for the inhabitants of every continent these
hellish beasts vanished before the end of the
War of the Chosen and are pretty
much only found in our myths and legends.
That said, the majority of these beasts stand between 1.4 and 1.5
peds at the shoulders. From
the tip of their nose to the tip of their tail they can reach three
peds, with two to three
fores of that being the
tail. That, combined with a weight of nearly ten pygges,
mostly from bones and muscle, put these beasts high on the average person's
"avoid list".
Unlike some of the beasts related to them and those not related but with a
similar appearance, the Rast is known for its wide-set shoulders. Ironically,
the large, powerful ribcage is, itself, wrapped in a protective band of muscle
made of layers, with the ones closer to the bones looser and weaker than the
outer layers so that their rib cage isn't broken.
The build up of muscle has two other obvious uses. The first is the extra weight
and force to the front of the warg's body. It allows the
Rast to bring larger prey to the ground quicker to that it can go in for a
killing or disabling wound rather than chasing it until one outsmarts the other
or tires. However, the extra bulk prevents them from being as agile and swift as
some of its cousins, particularly the Bion Warg, or Rock Jumper, of the Ehebion
Peninsula in Nybelmar, who spends their
lives tormenting and running from their
Murmillion hunters and their
Kaal bloodhounds. Because of this, they must
rely mainly on the element of surprise, their endurance, and traps set by the
pack using a lure or enforcing presence on the beast's tail.
The second is obviously the extra tough and strong muscles in the shoulders that
allow it to propel its heavy body forward with the easy of the previously
mentioned, Bion Warg, which is slightly smaller and slimmer. The thick bands of
muscle around the Rast's chest also extends to the shoulder, allowing them to
balance out the extra weight of the muscle in the front and thicker bones in its
hindquarters without putting too much strain on the muscles. Though, while they
are built to suit their weight and size, they still rely more on their endurance
as they lack the speed to keep up with their prey.
Covering all this is a thick coat of fur which ranges between a dark
reddish-brown and a coppery rust-red that is similar to the colourings of both
the Rusik horses and
rusthounds of the Kruswik, the latter believed to be a descendant of the
Rast Warg. The coat is thick, though the bristly hairs are a
nailsbreadth or two long,
and a similar distance outward, making this already bulky animal seem even
larger.
While they are bulkily built, it can never be mistaken for fat on a fit, wild
warg as the thick chest angles up rather rapidly leading
into a flat stomach. They are not underfed as most have little problem tracking
down food unless it's a scarce season. Some guess that the near constant
movement and activity leads to the near loss of the fat layer many predators
build up in preparation for the cold seasons. The loss of the fat layers is
compensated by the continued activity while some others sleep through the cold
months. The lack of competition during those months makes it fairly easy for the
Rast to keep up their regular eating habits year-round.
Second on the mind when thinking of this predator's features would be its array
of weapons. Their back claws are sharp, but
rarely used due to positioning, however their sharp fore claws are attached to
massive paws, larger than that of the Voldon, which
has very notable paws and height. That, coupled with powerful jaws and a mouth
full of teeth mainly used for tearing flesh and breaking bones makes them very
dangerous.
Though of their lesser qualities, the Rast's eyes are most interesting. Even
more so than their massive paws. Their eyes are a rich, bright gold in colour
when they are pups. Usually bright from the time they open their eyes until they
are one year old. At that point, their eyes start to loose their luster and fade
somewhat, turning the dull colour of old gold by the time they are five years of
age. Those who have had the chance to look into their eyes and survive have only
described them as ageless or timeless, and in the Journal of Garawn Drett,
whenever the eyes are noted, similar things are said. He once made a point to
say that their eyes seem to 'rust' with age, further leading to that second
name.
Special Abilities.
Surrounding the ribcage, which is already a protective barrier, the Rast Warg
has a thick band of muscle covering most its upper body. The band of muscle is
made of many layers, with the ones nearest to the ribcage looser with other,
tighter bands surrounding it. The majority of the muscle surrounds its chest and
upper back, along with the back of the neck, providing a second layer of
protection for most of the beast's vital points.
Along with providing protection for the animal, the extra muscle provides with
the strength it needs to propel its body off the ground. The already powerful
body of the
warg
is enhanced by this extra strength that it gains from the dominant shoulder
muscles that make it possible for the beast to leap into the
air and use its weight to bring down prey with
it, often crushing it beneath him. Some say, the Rast Warg was designed the way
it is to be strong enough to bring down the famed horsemen.
Even though its body is heavier than that of most creatures its size, the Rast
has amazing endurance, though it lacks somewhat in speed. Whilst they are not
really long distance sprinters, their first burst of speed it usually all it
takes to bring down an animal that was driven into their trap. However, their
endurance was legendary among the
Kyranians before the fall of the Rast Wargs, as time and time again they
made it to endangered areas quicker than horse riders
as they could keep a steady pace throughout the day, even with a rider.
The intelligence of these animals by passes that of other, common beasts. Just
looking into their eyes is proof of that. However, bestial instincts are still
the dominant driving force of these creatures which sets them apart from
humans. Their intelligence is between both
animals and humans. Rumors from the north and other areas say wargs have their
own language. Though this has yet to be proven in any of the
warg breeds many believe that like other animals, they can communicate with
others of their kind, but the rumours go deeper than that.
Due to the fact that the Rast proved to be more intelligent than the average
animal, they made great mounts for the time that they were used. Many riders
that had been with their warg from a pup claimed that
they understood each other completely and the warg would
move from time to time without its rider's command and the riders began to have
four basic things on their minds near the end: food, sleep, family, and duty.
These things are nearly unexplainable, though many believe the answer was hidden
and lies within the pages of the rider's journals. Most think that these strange
occurrences were because of so much time spent with the beasts, while others
suppose it is due to the dark magical
background of the
wargs.
Territory.
For many centuries the Rast Warg has made its home in the ancient territory of
the Kyranians. Now, after many
years of being hunted, they are more widespread, possibly leading to the
appearance of a low population. Last sightings report that their territory
stretches from the western edge of the Steppe of Kruswik to the western edge of
the High Fores, leaving that near the range of their original territory, keeping
the majority of their population on the Steppe of Kruswik, Lower Fores, and even
the Roan Forest and Shivering Wood,
which have both housed a healthy number of these creatures since their
appearance.
However, small hordes or single wargs have been spotted
as far north as the Aurora Plains,
though for the most part they remain between the southern border of the Kruswik
and the Vontron Forest, which is
still further north than before the United
Kingdom of Santharia formed. Some have even been seen in the mountains
around Ximax, though not many venture too
close to the city or too far into that area.
Their territory stretches though many terrains, claiming mountains, forests, and
fields and plains as their own. This has led to pretty much unnoticeable
differences such as thicker paw pads and thicker fur, altered to fit their wide
ranges of territory. However, these minor things aren't defining enough to
separate the Rast into mountain, forest, and plains varieties.
Habitat/Behaviour.
Of all the
wargs
the Rast is believed to be the most ‘gentle’ of them, though that word is used
loosely. Those that have run across one of these beasts in the fields, mountains
or other areas have found that unless they find themselves in danger they treat
people like they are not even there, pretty much informing one of the dominant
forces on the world.
One farmer who suffered one of the rare losses of cattle
to a horde of these beasts found them in his fields, devouring the rest of his
beasts. He said that the
wargs
just looked at him and continued their meal, with those that weren’t eating
watching the farmer for danger, much like a bored guardsman. When they had
finished eating they turned their backs on the man and carried a few chunks of
meat away.
All encounters recorded show that the
wargs
act like they believe that they are above everyone else, and it isn't worth the
time and energy it might take to overpower them. Field researchers have found
that they are able to follow somewhat closer to these beasts when observing them
as long as they don't threaten a member of the horde. Should that happen, then
the Rast Warg becomes as vicious as all others are reported to be and completes
the image everyone seems to give to the beasts.
The same ideal seems to go for domestic beasts obviously as unlike some
predators, they will usually attempt to avoid them. However if the horde fails
in the hunt and cannot take down enough food they will go after domestic
animals, but during most seasons the count of lost livestock is less in the
domain of the wargs than in other areas where dangerous predators are prominent.
The Rast Warg is one of the few
wargs
that live in hordes, which are large clan-like groups in which most of the wargs
are part of the 'extended family' in one way or another. A horde can refer to at
least ten
wargs
and as many as twenty, though the average number of
wargs
in a horde seems to be between thirteen and sixteen.
Studies of these creatures show that the same vain and self-important attitude
that is shown to humans is found within the
structure of the horde, which resembles a small Lords settlement in some ways.
However, the following system is set up from the
human point of view. The behaviour within the pack, from superiors to
lessers is much like that of nobility, so the horde structure is set up like so,
listing tasks and jobs for each member of the pack as they are/were observed by
past and present researchers.
The outline for the structure is loosely based on that of the
wolves, researched by one Darrion "Wolftale" Jekkon, which leads to the
belief that this system is more of an exaggerated interpretation, mingling the
background of the researcher with the
wargs
wolf-like appearance, though that doesn't take away from
the behaviour of the animals and designated tasks.
The
Lord
The leader of the horde is called the Lord, which usually stands out as being
one the larger end of the height range (though Guards are sometimes bigger than
the Lord) and the most aggressive male in the horde. They dominate the other
members of the horde, oversee the work, though rarely help, and decide the fate
of the young of the horde. Whilst they separate themselves from the horde and
set themselves above the others, they still are responsible for the safety of
the horde and will put their lives on the line for even the lowest horde member.
The
Lady
The mate of the Lord takes on the heavy burden of horde safety and works for the
interest of the horde after being selected as the leader's partner. The burden
of taking care of the horde weights heavily upon her as she is in charge of
seeing that each member gets enough food when meat is brought back, each member
is in position during the hunt, the work is equally distributed, and bearing
young to keep the horde strong and their claim on their territory valid. Among
the ranks she is only dominated by the Lord and is recognized by her aggression
and the control she has over the other members of the horde.
The
Guards
The guards of the horde are made up of a pair of rather large males that enforce
the will of the Lord and Lady of the horde. As pups the guards are raised beside
the Lord and Lady, learning their place but growing up with them to form a bond
of loyalty. The guards are usually the largest males in the horde with more
brawn than brains. One or both usually travels with the Lord and/or Lady, though
they are often put in charge of watching over the horde from time to time.
The
Hunters
In charge of scouting out prey, herd beasts toward the waiting horde, and
sometimes watching the horde boundaries to make sure other hordes are keeping
their distance and outsiders, lone wargs (which are seen
as a danger), keep out of their territory. Hunters are usually slender females
that are swifter than the rest of the horde and can move across the land and do
their job well. Each season one or both Hunter and Guard pairs mate to produce a
litter of pups as well.
The
Eldfather/Oldmother
The elders of the horde hold a special place in the lives of every member. The
young grow up under the strict, but gentle guidance of the horde elders. Those
that have passed their pup years know the elders as parents or aunts and uncles
that they have known all their lives. The position of Eldfather and Oldmother is
usually filled by the former Lord and Lady, though in the case of the death of
both, a former Guard and Hunter will take the place. While the ideal situation
is to have both positions filled, with a male and female watching the young
until the Lord places them under the holder of their future position, there are
many times when just one of the others holds the position, and a Eldfather or
Oldmother is missing for that generation.
The
Workers
The common wargs of the horde are referred to as Workers
as they are the backbone of the horde. They work on securing their home, taking
up tasks such as cleaning the area of stones and sticks, blocking off open areas
to keep the horde safe, and taking up the slack of other members. While they
don’t seem solely important, the horde is nothing without them as they make up
the greater majority and aid in many things, the most important being hunts.
The
Mongrel
This warg has the lowest position in the horde. They are
often seen as disposable and are selected due to their usually small size
(compared to the other wargs) and weaknesses, making them the least useful
worker. Their job is pretty much to do whatever job is required of them and is
too dangerous to risk the other horde members. They are sometimes used to herd
more dangerous prey toward or away from the horde. They are also in charge of
distracting a group of humans and draw them
away from the hordes territory. Whilst humans
are avoided unless they pose a threat, when there are pups among the horde, the
whole group is aggressive, so the Mongrel lures
humans away from the young. They tend to the needs of the horde and are
often chosen as they output for anger from many.
The
Rascals
These wargs are the young of the horde for the first
three years of life. From the time they are born until they join the ranks at
three years of age they are considered rascals, pups, warglets, and sometimes
warglings. They spend most of their first year with the Eldfather and Oldmother,
learning the ways of the horde as well as spending time with their mother and
father, which are either the Lord and Lady or Guard and Hunter. Those that are
the young of the Guard and Hunter also spend time with the leading male and
female of the horde. At two years they are put under the tutelage of one of the
members of the horde whose position they will learn, and eventually, take when
the warg reaches between eighteen and twenty years of age, leaving plenty of
years for them to aid in the raising of pups until their twenty-five year
average lifespan comes to an end.
The
Outsiders (Outlanders, Intruders, Loners)
Wargs that are not part of a horde structure are
considered lessers. There are many names for them as those
wargs don’t all fall under the same category, though the names stand.
Outsiders, Intruders, Outlanders, and Loners are all the same amongst
wargs. Originally the names had different meanings for
different types, though they have all grouped together. An outsider is an
outsider and a lone warg is still a lone warg no matter where it comes from.
These wargs consist of those that leave their horde
voluntarily as an elder Rascal or an adult who has lost their mate. Others are
forced out of their horde due to their uselessness or exiled for certain reasons
like attacking a superior. Loners are almost never accepted back into a horde,
but those few that are, are still young and strong.
Diet.
These animals are mainly meat eaters, though they might resort to eating various
plants and grasses, which is known to settle canines stomachs -
magical or not -, or during seasons where the
pack does not have a much luck hunting or the herds are still depleted from both
humans and beasts hunting them down. For the
most part, their diet consists of the beasts that roam the various types of land
throughout their territory.
Those that roam the Steppe of Kruswik often feast on the wild longhorn cattle,
or kyrattin, as well as some other wild herd animals that live there. Big,
dangerous horns adorn a good deal of their common prey, especially the kyrattin.
This causes the Rast to hunt in horde, and the size of the beast, plus the size
of their horns, makes this a dangerous adventure, although the size of the feast
makes it worth it.
While not all that common, they have been seen picking odd domestic
horses, cattle, and other farm
animals that are raised in the area for a meal. Whilst the
shir is a predator like itself, the Rast Warg still finds it to be a tasty
little treat when it can get its paws on one. Some say this is just the nature
of the warg, taking what it can because it is bigger and
more dangerous than most creatures on the Steppe of Kruswik, but others, who
believe the stories behind the wargs' superior
intelligence, believe it is revenge for the few pups lost throughout the years
to a hungry fox.
In the Lower Fores their food supply mostly consists of the
capricus which, due to its odd nature and dangerous
horns requires a horde effort. Stone bears are also a good source of food for
these beasts, but teeth, paws, and size makes them dangerous and requires the
horde as well. While most of their food sources require the horde to hunt it,
there is also the surica that can be found in the
mountains and provides a small snack for a scouting warg.
There are also gryphs and eagles that make their homes
in the Lower Fores. They are not easy prey, but they made a nice meal for a
single warg that can catch one on the ground.
The two forests seem to be the best places for these creatures. Whilst most
people stay out of the Shivering Woods,
there are still plenty of deer, rodents, and small canine
and feline predators there that the wargs can overpower.
The Roan Forest, however, seems to be the best for them as there are plenty of
deer and other small critters to be found. There are also
dark rumours and myths that the leader of the single village that resides within
the forest has a man that can speak to the wargs and
traded their final link to humanity and their
resources to the Rast Wargs for their protection. While some curious travelers
and brave traders that visit the village have never witnessed anything out of
the ordinary, the rumours still keep the paths through the woods free of people
and allow the town to remain in almost undisturbed isolation.
Further north, around the Aurora Plains
and the Aerelian Lakes a few hordes have been found. Like in other areas, they
don’t pick off domestic creatures unless they fail at tracking down enough wild
prey to feed themselves and their horde. That is more common during the first
season of young pup's lives. The elfcats,
various deer, wild horses, and
small rodents that live on the Aurora
usually make up the meal of these hordes. Along with this, those living along
the lakes have learned to catch fish to feed themselves.
Mating.
To keep with the image of nobility of the upper ranks (envisioned by researcher)
of the Rast Warg hierarchy the mating pairs of the horde are selected by the
current Lord and Lady when they are pups. Every two to three years there are two
or three pairs that mate and produce pups for the horde which boost the hordes
numbers up to cover the losses in previous years.
The first main pair is the Lord and Lady and the second and third pairs are
Hunter/Guard combinations. These pairs will keep their mate for life. Should
their mate die they will reign until the next mating season, at which point one
of the next pairs inline for the position will takeover. Often, the remaining
warg will leave the horde, either becoming an Outsider among wargs for the rest
of their lives or wandering off into the land to die. They sometimes just give
up living or find death at the hands of humans,
other wargs, or even sometimes prey, driven somewhat mad
by their loss.
Every three years the first pair, usually the Lord and Lady, mates in late
winter. The females go into heat for the first time of the year during
Turning Star. For the first
three days, most of the males become very foolish and it is not uncommon for
small skirmishes to break out. During that time the Lord and Lady work to show
their dominance over the other horde members. The guards and hunters are the
first to be put down most of the time and while the head male and female go off
on their own for a time, they continue to deal with the lesser members. The same
happens during the second mating season during
Awakening Earth when one or both
of the Hunter/Guard pairs mate.
After the other horde members are somewhat subdued, the mating pair will go off
on their own for a bit. During this one time, the female dominates the male and
turns on him, being more aggressive. For a day the male hangs back, being
uncharacteristically gentle before asserting his dominance once again, causing
the female to submit by pinning her on her back. After that they mate more than
once that day. The next two days are spent away, the male and female merely
resting among the leaves.
After eighty days the female gives birth to between two and three pups normally,
though sometimes there can be five in a litter, within a shallow den. The pups
are born with their eyes open for but a few moments, the color of molten gold,
looking blindly forward. After they close they remain so for three weeks,
opening again at that point to reveal bright golden eyes. At five weeks their
hearing kicks in and they start turning toward every little sound and begin to
move around their den.
The pups are to remain within the den until they are two months old, at which
point they are moved into the center of the clearing the horde occupies. They
are allowed to romp around and torment the older members of the horde with their
growing supply of energy and curiosity.
At a year of age they are removed from the watch of the horde elders and put
under the careful tutelage of a certain member within the horde that they will
succeed when the position opens up or the previous pair removes themselves from
the position. At three years of age the Rascals become part of the horde, though
those that do not take their future position are referred to as Workers even
though they continue their ‘apprenticeship’ under their future rank holder.
Usages.
In years past the Rast Wargs were used by the
Kyranian Pathfinders as mounts for
scouts and hunters. For a time there was a whole branch of the Pathfinders
dedicated to the use of wargs,
but once the time of the wargs
ended the unit disappeared. Many believe thanks go to Garawn Drett, the leader
of the only Kyranian Army
Wargriders, for the inability to restore the Wargriders due to the belief that
he collected the journals of all the Wargriders and hid them away in a secret
library. Because of this, today's Pathfinders are unable to bring back the final
unit, though for many years, scholars among their ranks have tried to find hints
of Drett's Hidden Library in their texts so that they might restore the unit.
Aside from riding, these animal's pelts have been known to be used for clothing
as well as rugs and covers for furniture in the homes of the upper class, who
are amongst the few who can afford to buy the pelts or of those who hunt the
beasts themselves. The little bit of meat on the beast is prized as well due to
the rich taste and rarity. Much of the nobility in the area would pay a small
fortune to get their hands on enough to feed to a small host of their friends to
show off their position and ability to purchase rare meat. One large beast
provides very little meat, just a little less than found on a small
deer, though it will sell for a good amount. The bones as
well can be used to make tools. A local hunter would be able to feed himself for
a month to a month and a half depending on the size of the beast by selling the
bones and meat while keeping a warg
steak and the pelt for himself.
Voice. Unlike the
wolves that they are sometimes confused with, the Rast
Warg doesn't howl. Instead they produce a baying sound which sounds exactly like
that of the rusthound on the hunt to those who
don't know the beasts well. Those that have hunted with the hounds and hear the
baying of the Rast Warg can tell the difference immediately. It isn’t something
easily described, but rather something noticed by those that spend time around
the hounds that are believed to have Rast blood in their veins and the similar
noise does nothing to aid in disproving this.
However, while the Rusthound may bay at other times to send signals to their
owners and handlers, the Rast only bays when it is on the hunt or teaching its
pups. While on the hunt the Rast will bay at different levels and lengths to
keep the horde in order. The lead warg will warn the
others of obstacles and difficulties, or if the animals they are hunting are
getting into too tight of a group. The warg that hangs
back will let out a unique bay to alert the others of danger. While those on the
side let out another version of the sound to let the others know when to close
in on the beast, back up, or herd it in a different direction.
When the new pups reach half a year of age, the four highest ranked groups
(Lord, Lady, Guards, and Hunters) will teach the pups how to hunt, how to work
as a horde, how to bay, and which sounds mean what. Throughout the late summer
and early fall, the lands where wargs reside hear the
baying at all hours of the day, rather than just on the hunt.
Myth/Lore.
All wargs are believed to be the
magical creation of dark mages during the
War of the Chosen. There are many
stories told about these creatures in general, the most common ranging from
their inability to be killed by human hands to
having their own language. Some of these things have been disproved, but the
whispers and stories still spread, while others remain a mystery to those that
spend time among these creatures. One of the stories special to the Rast and the
folk that live in the Roan Forest is that of their odd connection.
Many believe that those within the Roan have made a demonic
deal with the wargs, exchanging their dark knowledge,
immunity to poisons and weapons, and
language for shelter, life-force, and food.
Few people travel through the woods, but some do. Those that do claim that they
see nothing wrong, though some, mostly tale-tellers, speak of shadows in the
night, people with beast-like traits, and rusthounds
that roam the streets that don’t look normal, but more feral with golden eyes.
Many take those tales for what they are, just tales, whilst others believe the
myths, shunning the forest as a place of darkness and scorning the people that
would live in such a manner. However, while the villagers don’t appreciate such
a reputation, it keeps them isolated, which pleases them.
Researchers. Giliric Tawan was a youth born to a family that
owned a tavern east of Caelum. From a young age wargs had
been part of his life. The lone beast that had lived in the area would come and
take the scraps of the night's meal that Giliric usually left out for him. At
around fourteen years of age he was sent off to one of his father's distant
relatives to work on their Rusthound Farm. He worked as a dog-boy for the
Kyrorrick's farm, which was placed on the edge of the Roan Forest. He spent his
free time in the forest where he got to watch the wargs
and was able to get fairly close to them.
Throughout the years he took many notes during the time with the
wargs, though he'd had more than one journal damaged and
destroyed by the wargs when he chanced too close and was
attacked. A good deal of information was recorded in the journals, mostly
directed at those that live in the forest. The information was given to the
writers of the Compendium in
exchange for funding to travel and research the Rast Wargs in their other
territories as well as other wargs to the north.
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