Basic overview: Clan Shivering Boar makes its home out of The Shivering Forest, to the north of Hardhome for relation. They follow the Old Gods from Beyond the Wall, i.e. human sacrifice, raiding the kneelers, worship the Weirwood trees. They live by the motto "I'll live free until my dying breath." The Clan is currently lead by Chief Bjorek Tuskbreaker, with his sub-chieftan Svir Boartamer. The spirituallity of the clan is lead by High Priestess Svara Treeblood, with her temple guardians being lead by Harthe Icefeather.
The clan makes it home out of the ruins of an old first men fortress, aptly calling it the Varmr Gulch, due to its abundance of natural hotsprings and thermal warmth from the ground. Deep in the heart of this gulch lies the sacred grove, a sizable crater ringed with ancient wierwood trees, and at the center, aside from an impressive alter, is a decent sized meteorite that had fallen from the heavens millenia ago. They see this jagged hunk of metal as a sacred object, its metal still warm to the touch. ((Could just be the geo-thermal activity... but wildlings as silly folk.)) The settlement, as it is permanently inhabited year round, lies among the remains of the old first men fortress. A mixture of wooden and stone fortifications defend the settlement, though they are crude and barbaric, the wood roughly hewn logs from massive trees.
With the ground never frozen, and the small cave system on the North face of the gulch, the people under the rule of the Shivering Boar clan are able to farm on a limited basis, mainly hardy plants/vegetables, along with an abundance of mushrooms from the caves. The caves also double up as a storehouse and limited housing area. The prized possession of the Shivering Boar Clan are their massive brood of Northern Boars, ornery beasts that are as savage and mean as they come. The weak are culled for meat and food, whilst the strong are harnessed as mounts to conduct raids among the neighboring clans who've yet to submit to the will of Clan Shivering Boar.
Only one true road, or the remains of an ancient one, lead out from the settlement, the old stones head straight and true to the ruins of an old trading port, still serviceable, but nothing like the glory days millennia ago. A small number of ships harbors here, used to raid beyond the wall, when new sacrifices are needed to appease the bloody appetite of the old gods. The other purpose has been to raid and enslave blacksmiths, for the kneelers know how to work the metals from the earth, and they come in handy, from time to time. The current three blacksmiths work out of a crude smithy, where they are forced to repair the stole arms and armor of the Clan.
Last, population wise, some 2500 to 3000 wildlings call this settlement their home. This number fluctuates, based off of raids, different folk moving from camps, and births/deaths. ((This number can be changed if need be.))
@Abefroeman Hmm interesting concept, but I don't know if there really would have been any roads. We know there are some very limited ports and some crude forts, but no roads IIRC. And I think the Boars would work better as battle companions, not mounts. You'd have to come up with a good reason for the Night's Watch not to have sent a force since they raid beyond the wall, and it'd be pretty accessible to attack by a Night's Watch fleet.
Clan Shivering Boar: "I'll live free till my dying breath."
Region: Clan Shivering Boar inhabits the central and northern reaches of the Haunted Forest, and in particular, the distant Taiga of the Shivering Forest, which borders on the edge of the Lands of Thenn and the Lands of Always Winter. The dense old growth forest provides an abundance of wood for all purposes, while the rivers and seas provide fresh water and food respectively. Due to the extreme latitude of the region, the sea and river's mouth remain inaccessible to large sea going vessels due to ice flows, seasonal freezing, and the dangerous rock reefs that surround the entrance, save for shallow hulled knarr's and longships during high tide in the summer months. Local tales speak of a few daring raiders who know how to navigate the waters after summer, but they are said to all be sworn to Clan Shivering Boar. The most interesting focal point of the region in the Varmr Gulch, a sizable swathe of land dominated by numerous hot springs, which provide heat and warm water to the locals. In addition to the heated water, the hot springs also allow for limited farming due to the geothermal heat keeping the ground thawed and fertile.
Liege: Chief Bjorek Tuskbreaker, servant to none save other than the Old Gods.
Holding: The Shivering Boar Clan holds sole dominion over the Varmr Gulch, an ancient ruin of the First Men.
Recent History: "Every Ranger worth his salt knows of the Thenns, The Cave Dwellers, The Hornfoot, The Ice-river Clans, The Nightrunners, and the Frozen Shore Clans, but few know of the Clans of the Shivering Forest, or in particular, the Shivering Boar Clans. Perhaps its because they are so damned far North, or the last time the Watch tried to launch a naval expedition against this tribe, they lost damn near half the fleet before turning back. I count myself among the few who have seen them in the flesh, these savages ride boars as massive as bears, running down their enemies before they can escape. I had left with a ranging party of thirty men, to try and find their settlement, if one can call these wildlings squalid camps settlements. Its not just the other tribes and clans that harass us, but also the weather as well. By the time I finally saw the Shivering Boar's home... well, I had all but seven of my men. Let it be known to all, these wildlings inhabit a ruined fortress of the First Men. All I can say, is that it puts the Fist to shame. I have left a report for the Lord Commander to see, detailing thei... *Damage from moisture obscures the rest of the text. A foot note at the bottom of the page refers to a report filing number* " - Excerpt from Ser Jarman Buckwell's journal, circa AC 292.
While no written records exist of the exact founding of the Shivering Boar Clan, most oral accounts of the clan itself place its founding some five-hundred years ago. A group of men, it is said, wandered the lands of the far North, when they stumbled across this oasis of warmth, in the endless taiga and tundra of the lands beyond the wall. Some jokes say it was a ranging of crows, who upon seeing warmth and green for the first time in decades, forsook their oaths, and started their own settlement, and over time, named themselves after the large sounder of wild boars that lived in the gulch. Either way, what is true, is that the Shivering Boar Clan settled itself in the remains of a First Man fortification, which was situated in the entirety of a gulch that had numerous hot springs and geothermal activity.
Around AC 292, the Shivering Boar clan began to expand outwards from its safe little power basin. They began to conquer their neighbors, one by one, creating puppet clans and tribes out of those they vanquished, and vassals out of those that swore allegiance to them. Over the next four years, the clan became the most powerful free-folk in the area, and had grown to a size of almost six thousand strong, with their own levies and that of their subjects. In the early months of AC 297, they were visited by Mance Rayder, and seeing the signs of evil, they pledged to help push South and assault the Wall, to break into the realms of the kneelers. Sadly, or perhaps fortuitously for the Night's Watch and the realms of the kneelers, the massive free folk army was smashed to pieces, including a large number of the fighting men and women of the Shivering Boar clan.
The Chieftan, and his subsequent replacement, both beat a hasty retreat to the North, fleeing the Night's Watch and their saviors, the soldiers who bore a flaming banner with a heart and a stag. Over the course of the next two years, the survivors returned to their stronghold, the Varmr Gulch. Much had been lost, to the Night's Watch, and to the Night King and his army of the undead. By the time it was all over, the people of the Shivering Boar Clan, and their vassals, were greatly depleted, leaving a power vacuum which led to a tribal civil war of sorts. Even with the defeat of the Others, and the disappearance of the undead, tribal infighting lasted until AC 311, brother killing brother, father against son, blood being spilled across the Shivering Forest in a foolhardy battle for supremacy. It was on the zenith of a Blood Moon, that a great warrior rose from the ranks of the unknown, Bjorek Tuskbreaker.
As the final battle raged between the different warring factions, Bjorek Tuskbreaker crested the hill above the battle, mounted atop a great boar, along with the remaining mounted boar riders. Together, with his retinue of foot soldiers, he rode into battle, shattering the enemy hosts, riding down the different chiefs and their sub commanders, and as their blood flowed, he and his raiders of renown staunched the bloodletting of the civil war, and begun the reunification of the region. The infighting had severely dwindled the numbers of fighting men and women, let alone rideable boars. Over the course of the next ten years, Bjorek Tuskbreaker crushed all remaining resistance, killing those who had risen up in defiance, conquering wayward lesser tribes, and beginning to rebuild the Shivering Boar Clan.
Bjorek was crowned chieftain as the last rebel holdouts were finally eliminated, securing his supremacy not only over the Shivering Boars, but all the other clans and tribes in the region under the yolk of Shivering Boar power. With the help of his trusted second, Sub-Chief Svir Boartamer, peace was finally achieved for the remnants of the once great and powerful Shivering Boars. With his seat secure in Varmr Gulch, and the process of rebuilding underway, the winter solstice of AC 324 brought forth a vision to the High-priestess of the Shivering Boar Clan. The coming year would bring much change, the rise of great powers of old, and the return of darkness in the hearts of men. Cold and fire, blood and food, the world was going to change, and the answers pointed towards the sacred moon metal at the heart of the Wierwood grove, beneath the temple mount.
Whatever these words meant, the High Priestess had spoken, and thus began the shifting of the Clan's gaze towards the Shivering Shore, and the ocean beyond. It was time to raid south, to find those who could work metal into a new form, the types of men who kneeled all their life. Thus began the time of ship building, of crafting vessels that could carry a few men and women to raid the southlands, and return with the metal shapers of the south.
((WIP))
Important Hierarchical Members: ((WIP))
Name: Bjorek Tuskbreaker Age: 36 Appearance:
Role: If your character holds an official position or title in their House, describe it here. Equipment: Skills: Biography: Notes: If your character has a unique emblem, describe it here along with any other special info.
Name: Svara Treeblood Age: 25 Appearance:
Role: If your character holds an official position or title in their House, describe it here. Equipment: Skills: Biography: Notes: If your character has a unique emblem, describe it here along with any other special info.
Name: Harthe Icefeather Age: 33 Appearance:
Role: High-Temple Guardian, leader of the Wierwood and Temple guards. Equipment: Skills: Biography: Notes: If your character has a unique emblem, describe it here along with any other special info.
Name: Svir Boartamer Age: 42 Appearance:
Role: If your character holds an official position or title in their House, describe it here. Equipment: Skills: Biography: Notes: If your character has a unique emblem, describe it here along with any other special info.
http://awoiaf.westeros.org/index.php/Crake_the_Boarkiller - Crake the Boarkiller is referenced in part due to his feat of killing a sizable boar during the Age of Heroes. While some feats could have grown over time, either way, the boar in question would make sense to have been on the larger end of the size spectrum to even make it into historical records/stories, and for a family to base themselves from. http://awoiaf.westeros.org/index.php/Age_of_Heroes - A time long ago, providing background for the First Men, the great families, feats of strength, etc. Included as it touches base with the past and how some myths are being found out to be based in truth. http://awoiaf.westeros.org/index.php/Haunted_forest - Region in which the Shivering Boar Clan is based out of. More so gee-whiz info. http://awoiaf.westeros.org/index.php/Hardhome - One of the few "permanent" wildling settlements, it touches base with how dangerous it is to sail in the region, Cotter Pyke sailed with eleven ships from Eastwatch-by-the-Sea, and only arrived with six, and that is for a deep-water harbor that isn't harassed by seasonal freezing or barrier reefs. http://awoiaf.westeros.org/index.php/Goodheart - In tandem with Hardhome, this reference substantiates the storms the afflict the region. http://awoiaf.westeros.org/index.php/Elephant_(ship) - Same as previous reference. https://en.wikipedia.org/wiki/Knarr - Reference for what a Knarr is. https://en.wikipedia.org/wiki/Longship- Reference for Longships. This is brought up as they are able to traverse water as shallow as one meter (three feet of water), able to be carried by hand over land, and able to be used bottom up (upside-down) for shelter. https://en.wikipedia.org/wiki/Reef - Refer to the Geological Reef section. I pointed this out as to give grounds as to why the Shivering Boar Clan remains free from Night's Watch retaliation for the time being. (The recent history also helps explain.) http://awoiaf.westeros.org/index.php/Night%27s_Watch - While the in-game/roleplay lore/backstory touches base upon the reoccupation of all the castles formerly abandoned, some for hundreds of years, twenty fives years is a short time-span to have fully rebuilt and restored every castle to its former glory. Furthermore, the Haunted Forest to the north of the Wall would have to be cut back along the entire 300 mile length. I could be wrong, but I am hypothesizing that the main focus of the Night's Watch is still geared towards rebuilding, training, and dealing with remnant wildlings that are more easily accessible. (Subject to interpretation, but the backstory/recent history of the Clan relates) http://awoiaf.westeros.org/index.php/Land_of_Always_Winter - Far to the north, it is untamed and unexplored. Could be more ruins in this region. The Others also come from this region, and they seem to inhabit old ruins of some kind in the show.(I can't find the reference, but I want to say I read somewhere this area used to be habitable ages ago... could be wrong.) http://awoiaf.westeros.org/index.php/Giant_ice_spider - Giant spiders, big enough for a man to ride. If such creatures exist(ed), then it is possible for men to ride similarly sized boars. https://en.wikipedia.org/wiki/Wild_boar - Wild Boars in real life can reach sizes similar to that of a brown bear. This is in Eastern Europe/Northern China, where they weigh in at 600lbs to 800lbs, reaching 4ft high at the shoulder. Yes, it takes a few years, namely six plus to reach this size, and as such, need plenty of food. These Old Boars/Grand Old Boars would be the ones ridden, and would scarcely ever number more than perhaps fifty to sixty. Translating to a small elite core of shock cavalry, which is used sparingly, and never all at once. (Refer to the physical description subsection.) http://awoiaf.westeros.org/index.php/First_Men - Much has been lost to time, but these hardy bastards are the forefathers to many of the Great Houses, the North, and the Wildlings/Free Folk. Their ruins still dot the land, and other remnants of their culture could remain, or have been used to build the castles and keeps of the Andals. The following references will all refer to ruined First Men settlements/fortifications: 1. http://awoiaf.westeros.org/index.php/Moat_Cailin 2. http://awoiaf.westeros.org/index.php/Sea_Dragon_Point - Refer to landscape section. 3. http://awoiaf.westeros.org/index.php/Fist_of_the_First_Men 4. http://awoiaf.westeros.org/index.php/White_Harbor - Refer to City, then outskirts. Seal Rock in particular. (This is pointed out as it is a fortification some 50ft above the sea, something that takes some skill to do, even with the current folks in the Westeros engineering department.) http://awoiaf.westeros.org/index.php/Free_folk - Last reference, just a small general description of Free Folk.
Clan Shivering Boar makes its home out of The Shivering Forest, to the north of Hardhome for relation. They follow the Old Gods from Beyond the Wall, i.e. human sacrifice, raiding the kneelers, worship the Weirwood trees. They live by the motto "I'll live free until my dying breath." The Clan is currently lead by Chief Bjorek Tuskbreaker, with his sub-chieftan Svir Boartamer. The spirituallity of the clan is lead by High Priestess Svara Treeblood, with her temple guardians being lead by Harthe Icefeather.
The clan makes it home out of the ruins of an old first men fortress, aptly calling it the Varmr Gulch, due to its abundance of natural hotsprings and thermal warmth from the ground. Deep in the heart of this gulch lies the sacred grove, a sizable crater ringed with ancient wierwood trees, and at the center, aside from an impressive alter, is a decent sized meteorite that had fallen from the heavens millenia ago. They see this jagged hunk of metal as a sacred object, its metal still warm to the touch. ((Could just be the geo-thermal activity... but wildlings as silly folk.)) The settlement, as it is permanently inhabited year round, lies among the remains of the old first men fortress. A mixture of wooden and stone fortifications defend the settlement, though they are crude and barbaric, the wood roughly hewn logs from massive trees.
With the ground never frozen, and the small cave system on the North face of the gulch, the people under the rule of the Shivering Boar clan are able to farm on a limited basis, mainly hardy plants/vegetables, along with an abundance of mushrooms from the caves. The caves also double up as a storehouse and limited housing area. The prized possession of the Shivering Boar Clan are their massive brood of Northern Boars, ornery beasts that are as savage and mean as they come. The weak are culled for meat and food, whilst the strong are harnessed as mounts to conduct raids among the neighboring clans who've yet to submit to the will of Clan Shivering Boar.
Only one true road, or the remains of an ancient one, lead out from the settlement, the old stones head straight and true to the ruins of an old trading port, still serviceable, but nothing like the glory days millennia ago. A small number of ships harbors here, used to raid beyond the wall, when new sacrifices are needed to appease the bloody appetite of the old gods. The other purpose has been to raid and enslave blacksmiths, for the kneelers know how to work the metals from the earth, and they come in handy, from time to time. The current three blacksmiths work out of a crude smithy, where they are forced to repair the stole arms and armor of the Clan.
Last, population wise, some 2500 to 3000 wildlings call this settlement their home. This number fluctuates, based off of raids, different folk moving from camps, and births/deaths. ((This number can be changed if need be.))
@Abefroeman Well you've put a lot of thought into this, it's shaping up pretty well. I'm not an ancient history buff, so I'm not sure if it'd be kosher for a very ancient Celtic/Nordic like culture to have even stone roads, and again the books never mention any thoroughfares beyond the wall. But everything is properly explained.
@MrDidact Would you be alright with waystones/standing stones/runestones, marking the path to this area? The "road" is more along the lines of a bigger game trail/pathway that has been heavily traveled where little to no vegetation now grows.