Children of Amarok
The Children of Amarok are the most feared and revered of the Norr Folk, descended from the third progenitor of the defiant child, the wolf-marked Amarok, who culled the weak and hunted in silence. Where Nanook taught command and Tekkeistertok taught guidance, Amarok taught clarity: that survival is earned, not given, and that strength must be proven, not presumed. His descendants carry this creed in every breath, every scar, and every silence.
Naming Traditions
Family names
Among Amarok’s descendants, a child is not a person until proven: infants are raised unnamed and communal, protected as embers of future strength, then at ten sent to the Path of Hollow Wind, a brutal three‑year survival trial; only those who return with proof of endurance earn a name and the right to individuality. Adults will give their lives to defend the unnamed, yet those who grow weak are expected to exile themselves, either to die with dignity or to seek renewed strength.
Culture
Major language groups and dialects
Their speech is short, clipped, and weather‑forged, favouring concrete verbs and hunting metaphors; dialects vary by migration route and totemic affiliation, with Amarok lines using harsher consonants and quick cadences suited to shouted commands on the ice.
Culture and cultural heritage
Their culture is forged from the origin myth of the defiant child and Amarok’s wolf‑line: identity is earned, not given, and heritage is measured in trials, totems, and the stories sung around geothermal hearths that teach endurance and culling of weakness.
Shared customary codes and values
The Children of Amarok live by a single, unambiguous creed: strength is sacred and weakness must be tested and culled; honour is earned through endurance, skill, and contribution to the clan, while loyalty to the group and the preservation of the tribe’s fighting and hunting capacity govern moral judgment.
Common Etiquette rules
Respect is shown through silence, shared labour, and deference to proven strength: elders and hunters are honoured by action rather than flattery, hands are offered to help rather than to touch, and interruptions or boasts are met with cold dismissal.
Common Dress code
Clothing is functional and symbolic. Layered furs, bone‑reinforced leather, and wind‑sealed hoods, with minimal ornamentation save for totemic marks and earned beads; garments display scars and repairs as badges of survival rather than shame.
Art & Architecture
Portable art and architecture dominate: carved bone totems, sled carvings, and temporary decorations at camps. Aesthetic expression is woven into tools and shelters, with ritual carvings that honour prey and mark trials, rather than decorative excess.
Wolf Totems
The wolf totem is the clan’s mirror and moral compass: wolf teeth, carved bone amulets, and stylised wolf‑fur patterns mark those who have proven themselves, while ritual tattoos and sled‑carvings bear the animal’s likeness as a constant reminder of duty. Before hunts, the pack‑call is raised and the totem is invoked; during naming and the Path of Hollow Wind, a wolf token is presented to signify one’s place in the pack. The wolf symbolises loyalty to the group, the cunning of the hunt, and the grim necessity of culling weakness, qualities celebrated in song, carved into tools, and stitched into the hems of garments. Totems are repaired, honoured, and never wasted; they are both badge and burden, binding each person to the clan and to the harsh law of survival.
Foods & Cuisine
Nomadic hunter‑gatherers who favour geothermal corridors and the rich hunting grounds of Zestor, the Children of Amarok stalk whales, caribou, seals, and other arctic prey with sleds, harpoons, and silent packs; they honour the animal by using every part (meat, oil, bone, sinew) and preserve food by drying, smoking, and fermenting.
Diet centres on the sea and tundra (whale, seal, caribou, fish, and hardy roots) with ritualised butchery and near‑total use of the animal; preservation by drying, smoking, and fermentation is essential to survival and communal sharing.
Common Customs, traditions and rituals
Seasonal migrations, communal hunts, the Path of Hollow Wind, and totem rites structure the year; every hunt is a test, and public demonstrations of skill, such as stalking, ice‑harpooning, and endurance watches, are common social currency.
Birth & Baptismal Rites
Newborns remain unnamed and protected; the clan raises them communally as embers of future strength, marking births with simple offerings and ledger‑like records until the child proves themselves worthy of a name.
Coming of Age Rites
At ten, youths begin the three-year Path of Hollow Wind, a survival trial that involves hunting, tracking, and endurance; only those who return with proof of survival receive a name and full recognition as individuals within the clan.
Funerary and Memorial customs
Death is practical and sacred: the fallen are returned to the land or left at sea with tools and totems; the clan honours the common choice of voluntary exile for the enfeebled, which is respected as a final test rather than mourned as failure.
Common Taboos
Taboos include wastefulness, cowardice, false strength, and harming the unnamed; boasting without proof and breaking hunting oaths invite exile or ritual censure, for the tribe cannot afford weakness to linger.
Magic
Magic among the Children of Amarok is rare, communal, and tightly controlled: only a handful of shamans hold the right to weave spirit‑work, and each is chosen through trials that test body as fiercely as mind. Their craft is framed as service and is always performed for the clan’s survival rather than personal gain. If a non‑shaman is found to wield sorcery, it is read as a shortcut around the crucible of strength and treated as a betrayal; such offenders are stripped of protection and expelled, for magic used to avoid proving oneself is indistinguishable from weakness. Even the shamans live under scrutiny: their power is tolerated only so long as it reinforces the clan’s endurance and never replaces it.
Common Myths and Legends
Stories centre on the defiant child, Amarok, and the sibling betrayal, tales that teach that strength must be proven, rivals must be tested, and that animal spirits reward those who hunt with respect and clarity of purpose.
Amarok’s Legacy
Within the clan’s lore, Amarok is held up as the truest heir to the defiant child’s spirit—his methods of hunting, culling, and silent endurance are taught as the correct continuation of that first refusal to die. Nanook’s raw dominance and Tekkeistertok’s patient guidance are respected, but often cast as deviations: pride or patience that, left unchecked, softens a people. Amarok’s followers claim that only the wolf’s clarity preserves the original creed, and they use that claim to justify harsh discipline, ritual exile, and the relentless training of youth.
Historical figures
Legendary names are hunters, shamans, and war leaders whose deeds shaped migration routes and hunting law. Figures remembered for decisive hunts, harsh justice, or rites that hardened the clan into the ruthless, loyal people they are today.
Ideals
Beauty Ideals
Beauty among the Children of Amarok is the visible proof of survival: lean muscle, steady hands, healed scars, and the sure gait of someone who has carried a kill through storm and ice. Ornamentation is rare and meaningful, beads, carved bone, or a stitched totem mark of earned deeds rather than vanity. A face weathered by wind and a body that moves with purpose are admired above softness or ornament; usefulness is the highest form of beauty. The most common form of self-expression is seen in tattoos. Clam members will often receive tattoos for each achievement they complete or each great hunt they survive. A heavily tattooed individual can always be certain to receive a great level of respect.
Gender Ideals
Gender is subordinate to capability; what matters is the strength one brings to the clan, not the shape of one’s body. All members are expected to meet the same standards of endurance, hunting skill, and contribution, and roles shift to match proven competence rather than sex. Social standing is won by deeds. Those who excel lead, those who falter step aside; to wit, identity is forged in action, not assigned by gender.
Courtship Ideals
Courtship is practical, tested, and often public: suitors prove compatibility through shared hunts, paired trials, or the offering of a crafted tool or personal kill. Permanency is not assumed (alliances may last seasons or lifetimes), but any coupling is judged by how it strengthens the pair and the clan. Clan approval matters; a match that undermines the tribe’s capacity may be publicly discouraged or broken.
Relationship Ideals
Relationships are extensions of the clan’s communal logic: love and partnership are measured by reliability, mutual provision, and the willingness to shoulder danger together. Children are raised by the whole tribe, and long-term bonds are honored when they produce shared labor, protection, and lineage that benefits the group. Intimacy is practical and profound—less about private sentiment and more about mutual endurance and the promise to stand together in the cold.
Role-Play Tips
- You earn your name. Play as someone who grew up unnamed, trained by all, and only became an individual through survival.
- Strength is sacred, magic is suspect. Show disdain for shortcuts and sorcery unless you are a sanctioned shaman. Weakness must be tested, not hidden.
- The clan is your family, the wolf is your mirror. Treat every adult as kin, every child as a future ember, and every hunt as a moral trial.
- Speak with silence, prove with action. Avoid boasting. Let your scars, kills, and endurance speak for you. "Words are wind, deeds are stone".
- Exile is a valid choice. If you falter, consider self-imposed exile. It’s a respected path to reclaim strength or earn a worthy death.

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