Armies of Arcana
Support Page
In Playtesting
Battle Reports
Player's Armies
Battle Tactics
Races of Arcana
New Army Lists
AoA Miniatures


Other Thane's Games
Empires of Arcana
Xenocide (6mm Sci-Fi)
Xenocide: Firefight (28mm) Battleshift (Mass Starfleets)
GSC2 (Small Starfleets)
Other Gaming Stuff

AoA Miniatures
Wolfen
Amazons
Demons
Snakemen
Monsters

Links
Artwork

Wolfen Background

The Wolfen were born of the Abomination , like many other beastmen races. The Wolfen were especially unfortunate, as their human and wolf minds were both already susceptible to chaos under the full moon, and when fused were driven into total madness by the waxing of the lunar cycle. For several centuries after their bodies were stabilized, their minds were still likely to degenerate into madness under the light of the full moon. This made it impossible for the Wolfen to organize into societies larger than small clans, as only the closest relatives of a Wolfen suffering lunacy could hope to avoid an attack.

Now, the worst of lunar madness has been bred out of the Wolfen as natural selection favored those least likely to kill their families. They are capable of building larger tribes led by strong leaders and priests, without fear of attacking each other in a primal fury. They have formed a nomadic society of hunters, following the migrations of game animals. They also raise herds of animals for food when game is scarce. They trade with and occasionally raid other races for the more civilized things they are unwilling (and perhaps unable) to settle and make for themselves.

The Wolfen at war are especially dangerous because of their great speed. They are nearly as fast as some cavalry units, and have superb hunting skills. It is said they can scent prey as well as any wolf, and are much stealthier. They are the perfect army on the march as they easily hunt and forage on the move, they require no fires for cooking or warmth, and require no shelter in most weather (though they will gladly take it if it is available). A wolfen army travels at night as easily as in the day. These abilities can allow a wolfen army to travel up to four times faster than a normal human army, and do it in a way that often gives no sign of their nearness until they actually attack.

When not at war, the wolfen live much like other nomadic races. They travel from place to place as food sources are used up. They raise sheep, cattle and horses to supplement their hunting, and often will release and terrify a domesticated animal to chase their meal, instead of simply slaughtering it. They capture more dangerous and exotic beasts for use in hunting and coming-of-age rituals.

They build few permanent towns, living in temporary villages that can be quickly packed up and moved. Most live in tents of animal hides, often decorated with pictures of hunting feats and trophies. They will use tented carts for the dwellings of craftsmen, leaders and priests, to give some permanency and protection for important members of the tribe and the tools they need for their duties. They typically have some cage carts for holding prisoners or wild animals. In a camp meant to last a few months, they will set up very large tents for their temples.

A few natural places have become permanent religious shrines which are guarded and staffed by priests and their functionaries. These are visited by the tribes as they migrate, and some wolfen who have lost their desire or ability to travel build small villages near them to trade with the tribes as they come by.

Because Wolfen rarely make large permanent villages, many benefits of higher societies are unavailable to them. They do not mine or farm. But as near perfect hunters, they do gather many furs, trophies and even animals which are traded with the other races for metals, jewels and other products from more disciplined peoples. Wolfen craftsmen will work metals mined by others, and so also make weapons and jewelry which can be traded. Wolfen craftsmen often incorporate trophies from hunted animals into their works, giving a very unique look to their art which many more civilized people value for its novelty.

The wolfen worship three gods - Ardis, Lord of the Hunt; the Moon, and the Earth. The Lord of the Hunt's appeal is obvious - Wolfen live to hunt, their culture revolves around hunting, and their legendary heroes are born of great hunting prowess. They pray for challenging prey and strength and stealth, and offer up kills and trophies in gratitude for good hunts.

They worship the Moon because of its power over them. Though few are driven to lunacy by the full moon anymore, nearly all wolfen still feel its chaos. They worship it even as they struggle against its hold over them. Their prayers to it mix praise of its beauty with pleas for mercy and boasts of how they can resist its call. Their howls to the Moon are a mixture of love, respect, rage and mockery.

The Earth is the Wolfen's protector, providing warmth and shelter, and hiding them from the Moon's face. They turn to the Earth to protect them from the whisperings of the moon when her full face is showing. They also pray for good fortune in general from the earth, and for forgiveness.

A few wolfen cults give themselves more fully to the moon, believing the moon's chaos gives them power. Wolfen belonging to these cults don't try to resist lunacy, but instead seek to channel the madness towards specific ends. Some spectacular hunts have been achieved by such cults, including the hunting of powerful wyrms and the conquests of well defended towns. However, members sometimes lose all control, and kill those around them and often themselves in a frenzy of uncontrolled violence.

These cults are generally disliked and distrusted by other wolfen, and are outright feared by other races. Many tribes refuse to allow these cults to exist among them, and some actively seek to destroy them where they are found.