Hero Wars

Hero Wars
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Copyright © 2001
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Gagarth's Wolves

By Mark Galeotti

Note! This is a fan contribution. The information has been superceded by official material.

"Old world or new - what do we care?"

The Orlanthi are no strangers to violence, from sheep-raiding to kinstrife, but this generally takes place within a clear cultural context. There are traditions and understandings, which keep the violence controlled and accepted. But then there are also those who turn their backs on these traditions, and revel in violence and pillage for their own sakes. Cast from their clans and steads, they dedicate themselves to Gagarth, the Wild Hunter, the insatiable hunter, raider and bully. The name 'Gagarth's Wolves' was originally a term of abuse, but the outlaws proudly assumed it. Some still dream one day of returning to Orlanthi society (albeit rich and powerful). Yet most are content to drift from region to region, in Sartar but especially the Far Point, living a life of hunting, raiding and occasional killing-for-hire.

Actual Name: Gagarth's Wolves, the Wild Huntsmen.
Form: Loose-knit band of outlaws in Sartar and the Far Point.
Cultural Context: Bandits.
Ideology: "We spit on your laws and take what we want."
Look and Feel: Motley collections of violent bandits, bullies and murderers, forever on the move. They respect no laws, loyalties or limits other than those enforced by force, cunning or fear.
Purpose: For some, the chance to gain the power and legitimacy they think they deserve, but for most just opportunities for plunder and deviltry.
Reactions: Overall, the people of Far Point fear and despise the Wolves. However, there are times when they would rather placate than fight them, especially when kinship is involved. The rootless and violent Gagarthi can also be useful, if dangerous allies or agents. The respect in which Gagarthi hold hunting means that they will rarely interfere with a hunter or a hunt, and these are one of the few occasions in which Gagarthi and "right-thinking" Orlanthi can co-operate and interact.

Resources
Leader: They have no leader as such, but Urelos KinSlayer, once of the Amad tribe, is the most infamous of the Wolves.
Renowned Members: No-Nose Gudnos, Harli Howl-at-the-Moon, Kerunos Harvar's-Dog (the most important of the Gagarthi still in Ironfist's service).
Membership: Hard to assess, as the Wolves represent only a minority of the bandits of Sartar and the Far Point, but probably around 400-600.
Headquarters: None. The Four Lies Stone near Alone is holy to Gagarth, but does not count as headquarters. It is widely rumoured that the one-eyed shaman who lives close by acts as a contact, who can pass on messages for wandering Wolves.
Other Contacts: While officially denied, Harvar Ironfist has long had contacts with the Wolves, most (in)famously when KinSlayer gathered a force to help him smash Orlanthi resistance to his seizure of power in Alda Chur. He made many of them housecarls then. Many could not or would not be integrated back into society and simply took their plunder and scattered after the massacre of Gamla's Leap. But others still remain in his service, some of the most feared of his enforcers. Cynical souls suggest that Ironfist still sometimes engages "loose" Wolves to kill and raid his enemies when he wants to avoid bloodfeuds.

Organization
The Wolves have little real structure. Small bands form and fragment, typically held together by an especially brutal or effective bandit. They move about, both out of choice and also to avoid retaliation for their crimes. This, as much as their resentment of any authority, effectively limits most gangs to 3-8 outlaws. Occasionally a powerful leader or the promise of fine booty may unite many gangs together, but these warbands tend soon to fall to internal disputes.

Membership Keywords
Members tend to select themselves, by being cast from regular society and accepting Gagarth. They can expect constantly to have to prove themselves and their position within a gang's pecking order. Fights are common, although rarely to the death, but so are many other ways of testing and undermining others, from vicious practical jokes to games of chance and boasting competitions. There is no honour among these thieves - the closest to a code they have is their respect for hunting.
Divine Resource
Gagarth, the Wild Hunter

 Latest revision: 18 Jul 2001, new
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