Wolves of the North

Domain Summary

The northern territory of Dischordia, what was once Canada and Alaska, is now a wild land of wild and legendary bygone creatures. Here, hardy Viking warriors have been tasked by the lord of their domain, Odin, to police the Trods and protect the 9 realms from creatures which bleed through into this reality. The people of this domain cling to the old ways with fervor, rendering almost all technology useless within their borders.

Life in the Domain

Life in the Wolves of the North is <adjective>, and its people are hardy. Many of the peasantry maintains their settlements using the simple tools available. Any technology more advanced than a pulley simply fails to function. Others farm to supply food for the people. Hunting and fishing are popular, but the beasts of the North make these pastimes quite dangerous. Bleeders from other realms are a frequent concern, and battle is common.

Dominant Races

Vampires (Primarily Gangrel bloodlines), Fae, and Shifters (Primarily Garou of the Get of Fenris, Uktena, and Wendigo tribes, some Fera of the Guhral, Corax, and Qualmi)

Paradigm: Mages are uncommon in the North. Those found here are those who embrace the old ways. Dreamspeakers and Verbena are the most common. Paradigms of the Innu and Norse (see Dead Magic I and II), and Rune Magic are prevalent. 

Costuming and Archetypes

Viking Warrior, Viking Dogi, Celtic Druid, Celtic Warrior, Man of the Wild, Native American Tribal

Domain Advantages

Wolves of the North - The vast lands of the wolves descend into further darkness and chill under the black sun. While life in the north is harsh, it is exceptionally easy to defend. In the service of Odin, you are granted vast expanses of land to defend and harvest. The land is quite difficult to traverse and the beasts which make their homes here are quite territorial. The simple naturally hazardous terrain grants 5 free Domain Security to any who call this territory their home.

Sept of the Black Sun - Having come to terms with the deaths of Luna and Helios, the Sept of Black Sun has taken on purpose of serving the spiritual world in an aspect which will bring their Incarna and Celestines power. First on the ground for the spirit wars, a noble in service to the Sept may pick a Totem representing an Incarna or minor deity (such as Chimera, the God of Fear, or the King of Cats, etc.) to establish contact with. You gain five points of the Totem background for free. It is your charter to bring glory for your deity, and may gain additional benefits the more followers you recruit. 

Spoils of War - The Wolves of the North have spent centuries at war, defending Dischordia from things that bleed through from other realms and their own territory from monstrous bygone beasts long forgotten. They were among the first domains to conquer territory in the name of Balor and have fought countless battles in his name. Such a life is harsh, but they have accumulated a stockpile of treasures taken from their countless conquests. To reflect this, those part of the raiding parties of the Wolves gain Treasures x5. 

Domain Disadvantage

Enemy 5 Point Flaw - While they are resistant to attack, they have enemies outside of this realm. Every Wolf of the North begins play with an Enemies x5. This represents the various beings from the various realms whom they have thwarted from bleeding through into the Prime Material and those that command them. Though the Wolves have a noble cause, their diligence to duty has earned them the ire of beings from beyond.

Politics & NPCs

The history of the Wolves is riddled with legend. So much so it is hard to know what is true about its illustrious and dutiful leaders. Odin is the unquestioned lord of the Wolves of the North, and leads with the wisdom of his legend. His noteworthy vassals include Magnus Frostride the Alpha of the Sept of the North, and Uzumati the Guhral Alpha of the Sept of the Black Sun. Though Honor is a Lie, the Wolves takes such a matter seriously. After all, keeping to your word and acting as befits your station is only good etiquette. Accordingly, most crimes and significant disagreements between Wolves nobles are dealt with via duel, or wergild, officiated by a magistrate. The only exception to this is acts of Treason, which are punishable by death via Blood Eagle.

---Loading Oaths---


Ordo TrismegistusSultanate of Glass


BermudaEmpyrean Dysambigua

Kingdom Views

We are the proud guardians of the North, and we never let the road of pain and sorrow weaken us. From the hard journey comes strength - the strength to never surrender to the darkness even at the cost of our lives. The rest of Dischordia can wile away their time in the luxuries of court because of our sacrifices to protect them from things beyond. They may never thank us for our guardianship, but we do not perform this duty for accolades - we do what must be done.


Appalachian Alliance - We have had disagreements with them in the past, but have found that they make good allies so long as it is in the interests of their bottom line to remain so.

Empyrean Dysambigua - They are not welcome in our lands for their past transgressions against us. Their attempts to claim our lands as their own and usurp our gods have made them our enemies.

Imperials - Some of them are more trusted than others.

Imperial Bermuda - They have been our staunch allies, and I am proud to call many of them friend.

Nightmare Lands - We fought and killed each other's warriors in the War of Nightmares, we cannot forgive the death they have caused, and question the wisdom of allowing them to join Dischordia after the suffering they inflicted.  

Ordo Trismegistus - They were once trustworthy allies, and the Society of Deus aided us during the Fall... which makes their betrayals all the more intolerable. They have proven themselves to be a breeding ground for traitors and power-mad despots. Naturally we are wary of them.

Sultanate of Glass - Though we bear no ill-will against the Sultan or his people, they hold us with the same regard as they do Ordo. When the Ordo Trismegistus failed to come to Constantinople’s aid during the War of Aether, we were still subjects of that domain.

Other Kingdoms

Aether - Nothing is more craven than those who cling to the darkness hoping to be swallowed last

Aztlan - Dischordia has warred with them in the past, but they are on the opposite side of the continent from us. As such our dealings with them have been somewhat removed. We generally do not get involved with things south of the border unless His Majesty commands it

Diamond Congo - The blood diamond treasure they offered were poison, we will not trust them again.

Jade Empire - We have fought against and alongside them in the past and have found them to be able, if infuriating, warriors. Nonetheless they have conducted themselves with honor. 

Jukurrpa - The men and women of the tribes are more in tune with nature than we are, even with two septs in our borders. They make for good allies against the Darkness.

Kingdom of the Iron Lotus - We have had no contact with them. If they were not allied with our enemies, they would be beneath my notice.

Lazarus' Empire - These vultures rob the honored dead of their eternal rest. All I have to say to them can be said with the movements of armies and the clash of battle.

Ukhu Amarumaya - They are beneath our notice.

Umbral Realms

  • Low Umbra - Shroud 6
  • Middle Umbra - Gauntlet 4 (Battleground, Erebus, Wolfhome - Gauntlet 3)
  • Dreaming - Mists 0 (Far Dreaming - Mists 1, Deep Dreaming - Mists 2) / Banality 2
  • High Umbra - Periphery 7 (Afterworlds (Valhalla) - Periphery 3)

Historical Information

Fall of the Shroud

With the thinning of the barriers between worlds, strange things began to bleed through from outside of reality. This phenomenon was especially pronounced within the Arctic Circle. Creatures of nightmare swarmed over the Nordic countries. As well, Lazarus' Wraith Legions swarmed over the Nordic countries during the War of the Dead. Those who lived there were forced to flee, or be destroyed.

Read more: (Shroud Fall) Wolves of the North

Balor's Conquerors

The Wolves of the North quickly established themselves as a force to be reckoned with. They aggressively demonstrated both their military prowess and ambition for conquest. They expanded the boundaries of their domain month after month. They conquered or destroyed small settlements and established outposts throughout the frozen wastes. Among their greatest victories was the defeat of a band of frost giants in their conquest of Alaska. The other, the destruction of one of House Gwydion's last strongholds. Presenting Gwydion's tattered banner to the Voice of Balor won them great favor.

Plague of Nightmares

An enemy, the Crimson Weaver, spread a plague of nightmares throughout Dischordia. The domains of Dischordia came together to combat this powerful threat.

Read more: (Foundation Era) Plague of Nightmares

The War of Nightmares

Four Dischordian armies, each led by one of Balor's lords, marched against the Nightmare Lands of Greenland. They were met on the field of battle by Aitu, the Crimson Weaver, and his own cadre of generals.

Read more: (Foundation Era) War of Nightmares

The Wolves Struggle

The Surveyor’s Court was a difficult time for the Wolves of the North. After their losses during the War of Nightmares, Odin departed the mortal realm to wander in meditation. He left Michael Verkonis to take charge of the domain in his absence. Verkonis felt that his domain needed a stronger leader. He chose to merge the Wolves with his allies in the Society of Deus. The Ordo Trismegistus was formed.

Read more: (Surveyor’s Court) The Wolves Struggle

Odin Returns

During the War, Odin returned to the Wolves of the North, After two and a half centuries of wandering. Upon his return, he sought to break from the control of the Society of Deus.

Read more: (War of Aether) Odin Returns

Court of Empires

During the Court of Empires, the Wolves found themselves surrounded by enemies... not all external.

Read more: (Court of Empires)

War of Maelstrom's Rebuke

During the Court of Empires, diplomatic relations between Dischordia and Lazarus' Kingdom failed. Dischordian nobles learned of a dark ritual planned by the Prince Alyosha Buljiev. In response, Dischordia launched a coordinated attack on Buljiev's domain of Carpathia. Their attack, seen by Lazarus' Empire as unprovoked, precipitated the conflict. The hostility between the two kingdoms erupted into the War of Maelstrom's Rebuke.

Read more: (War of Maelstrom's Rebuke)

The Sublime Cataclysm

The tides of the war began to turn to their enemy’s favor. The Dischordian lords of prepared a spectacular attack to bring a swift end to the conflict. Sultan Suleiman, a master of spirit magic, led the largest ritual the kingdom had ever seen. New Faith ritualists, students of the Arcane Academy, and a million occultists gathered from all domains aided him. The sky itself bled with the power they summoned. Chunks torn from the spirit realms themselves bombarded Lazarus’ Empire. As each realm struck, it laid waste to thousands of miles of Lazarus' territory. Millions perished in an instant, as the realms destroyed immense swaths of land.

Read more: (Sublime Cataclysm)

Treaty of Maelstrom's Rebuke

The war ended one year, to the day, after the events which marked its beginning. Delegates from Dischordia and Lazarus met to solidify a treaty and bring the war to a close. Every kingdom sent diplomats to witness the signing, but each had ulterior motives. Each hoped to see their kingdom's goals reflected in the final document. The Treaty detailed terms of ceasefire, such as returning prisoners and withdrawing troops. Yet it also contained several initiatives which advanced specific agendas.

Read more: (Treaty of Maelstrom's Rebuke)