Grimmwold Archetypes

Some of the common archetypes found in the Grimmwold are:

Dustervolk

Eight times out of ten, a story about a folk hero in Grimmwold will be about a Dustervolk, or Stalker in the Common tongue. They are the warriors of the woods, the ones who go out hunting monsters before the monsters can start hunting people. Trained in tracking, stealth, and combat, the Dustervolk are a semi-elite state-sponsored fighting force who wander the Grimmwold looking for problems that can be solved with their particular blend of cunning and violence. They are the nation’s early warning signal if something dire is growing in the depths of the forest, and a backup force of guerrilla fighters if the forest is ever invaded and the Grimm Council’s armies need assistance.

Gruenvolk

Mystics in the Grimmwold are commonly called Gruenvolk, or druids; while that title is usually used specifically for mystics of Druathos outside of the nation, the sheer ominpresence of nature and the necessity of dealing with it within the Wold has caused it to become a term for mystics of any of the Five within Grimmwold society. Gruenvolk are expected to guide the people of the forest, acting as shepherds and advisors, and ensuring that the balance of the forest and the nation remains stable and strong. Non-Druathan druids often borrow philosophical perspectives from Druathos’ faith, blending the emphasis on balance from the Green Faith with their own God’s teachings.

Hexelgann

Hexelgann, or witches, are the folk of any gender who use arcane magic to protect a settlement or hunt down monsters within the forest. Witches are respected amongst the Grimmfolk for their knowledge, wisdom, and dedication to keeping the working folk safe. The Hexelgann understand the costs of magic, and make vows to never foist those sacrifices onto others, to never delve into the darker aspects of their magics without being willing to pay the price themselves.

Medwyr

The green-brewers, or medwyr, are those who take the bounty of the forest and turn it into magical items, curative elixirs, and poisons deadly enough to fell even the greatest beast. Medwyr are honored craftsfolk, not skilled in active magics but able to give blessings that are often capable of lasting much longer than a witch’s spell or ritual, which can be lifesaving to those in the forest. If nothing else, the sheer amount of dangerous and venomous creatures in the forest necessitates a large quantity of Healing and Curative Potions be produced every year, and the Medwyr strive to always ensure that those who need a lifesaving brew can find one.

Meister

The lore of the forest is held within the libraries of the Meisters across the Grimmwold, histories, bestiaries, and herbals packed with the knowledge of how the Grimmfolk have survived in their dangerous home. The Meisters are lorekeepers, collectors and preservers of knowledge who provide whatever information their fellows might need in order to further an ambition or keep their community safe. They are the ones other members of a Weald go to when something odd or unexplained happens, in the hopes of finding answers or a solution. They often work closely with local Dustervolk, Hexelgann, and Medwyr, collecting lore about any new monsters, magics, or afflictions so that future generations might be better-equipped to respond when such things strike again.

Wahrsager

Every Weald is led by a Wahrsager, someone trained in leadership and augury, who uses their insights into the weave of Fate and the threats of the past to guide their people safely through the dangers of the present. Wahrsagers are often drawn from the ranks of Meisters and Gruenvolk, though any Grimmfolk with the desire to lead and the knowledge of some of the Arcanum Auguria rituals can rise to the position. Hexelgann tend to be discouraged from becoming Wahrsagers, as their vulnerability to Greenshadow makes them a vulnerability if they are in a leadership position. Wahrsagers often employ other diviners, of multiple different magical traditions, to ensure that a wide variety augury rituals are available for the community’s benefit; it’s often said that the key to being a good Wahrsager is knowing what question to ask, and having the right resources and people available to ensure that you get the answers you need.

OOC Note: If you begin play as a Wahrsager, you are expected to be the leader of a very small Weald, with no more than 200 people dwelling within it (i.e. the mayor of a small village). Characters may have the chance to earn leadership positions in larger Wealds during play, but you are not allowed to start the game as a Wahrsager in charge of such a settlement.

Weyrmender

The Felwards that keep the Wealds safe decay over time under the inimical aura of the Wold, and the Weyrmenders are the ones who repair and replace them. Skilled in enchantment and protective ritual, Weyrmenders are nomadic crafters and arcane tinkerers, repairing the old and replacing the broken, employing their expertise to keep the Wealds they visit supplied with magic items, repair mundane objects and structures, and ensure that the Felwards remain strong until the next Weyrmender arrives. Unlike many enchanters in other nations, most Weyrmenders train in martial Techniques rather than magic, the better to defend themselves while traveling through the Wold. Even with this training, though, they often travel under the protection of Dustervolk or Wodegann, and always keep a magic weapon and set of armor for themselves to ensure they’ll survive to reach their destination.

Wodegann

Those who travel the forest to bring messages and news from one settlement to another, who know the lore and histories of the nation, are called wodegann, or woods-walkers. They are respected as much for their mad drive to travel through dangerous territory as their ability to survive their wanderings, and the stories and news they bring are always a welcome diversion for the many small towns and villages scattered throughout the Grimmwold. Wodegann sometimes have a reputation for being thieves and scoundrels, as it only takes one bad apple to convince a village that they’re all rotten, but even the ones who are poor guests provide a vital service to the nation by ensuring that no village, no matter how small or remote, becomes too isolated or forgotten.