Warg

2024-09-21 Snargl 10:22

Who is a Warg?

Wolf with red eyes standing in a river with rocks and mountains in the background
Wolf standing on a rock in front of a lake at sunset with mountains in the background
A Warg, in various mythologies and fantasy fiction, is a creature resembling a wolf but possessing greater intelligence and often malevolent intent.

The term "Warg" is deeply rooted in Norse mythology and Old English language.

In Norse lore, a "vargr" is a wolf, notably the monstrous Fenrir who is prophesied to kill the god Odin during Ragnarök, and Fenrir's offspring, Sköll and Hati, who chase the celestial bodies.

In Old English, "wearh" signifies an outcast or outlaw, sometimes associated with being strangled to death.

The modern concept of Wargs owes much to J.R.R. Tolkien's Middle-earth legendarium, where Wargs are evil wolves allied with orcs and capable of being ridden into battle.

Tolkien's creation influenced subsequent fantasy works, leading to Wargs being featured in various books, games, and media.

For instance, in George R.R. Martin's "A Song of Ice and Fire" series, a Warg is a person with the supernatural ability to enter the minds of animals, seeing through their eyes and controlling their actions.

The etymology of "Warg" combines the Old Norse "vargr" and Old English "wearh," both of which have connotations of wolves and outlaws.

This duality is reflected in their portrayal as creatures that are not merely wolves but represent something more sinister and outcast.

Example of the color palette for the image of Warg

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What does a Warg look like?

Monster like Warg standing on top of a vehicle in a desert city at night with bright lights shining on the buildings
Wolf standing in a forest with trees in the background and a stream running through it's foreground
Wolf standing on a hill with a sunset in the background and trees in the foreground
Wolf standing on a rock in a swampy area with a full moon in the background and a castle in the distance
A Warg is a fantasy creature that resembles a large and evil wolf.

It has dark fur, sharp teeth, and glowing eyes.

This creatures is often used as a mount by orcs or goblins, or as an ally by other dark forces.

Wargs are intelligent and can communicate with each other and some other creatures.

They are fierce and cunning hunters, and enjoy killing and devouring their prey.

Example of the color palette for the image of Warg

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Who is a warg in Game of Thrones?

Wolf with a full moon in the background
Couple of white wolf standing on top of a lush green forest covered in trees and grass
Wolf standing on a beach with a storm in the background
Wolf with a bloody face and a bloody mouth is walking through a forest with a wolf in the background
A warg is a person with the ability to enter the mind of an animal and perceive the world through its senses and even control its actions.

The act of doing this is called "warging".

Wargs are a type of skinchangers, who can inhabit the minds of different kinds of animals.

Wargs are more common among the free folk beyond the Wall, who fear and honor them.

Warging usually starts as vivid dreams, in which the warg sees through the eyes of an animal.

With practice, a warg can enter the mind of an animal at will, but his or her own body will become unconscious and vulnerable during this time.

Wargs can form bonds with certain animals, especially wolves and dogs, and share their thoughts and feelings.

Some wargs can also have greensight, the ability to see past and future events in dreams.

Warging is not without risks or limits.

If the animal that the warg is controlling dies, the warg will experience great pain and trauma.

If the warg's own body dies while his or her mind is in an animal, the warg's consciousness can survive in the animal, but will gradually fade over time.

Wargs cannot easily enter the minds of other humans, unless they are very weak or simple-minded.

Wargs also have to resist the influence of the animal's instincts and personality, or else they may lose their own identity and humanity.

Example of the color palette for the image of Warg

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Who are the wargs in The Hobbit?

Wolf with red eyes and a Warg like body is walking through a cave with rocks and rocks on either side
Large wolf statue in a city setting with buildings in the background
Wolf standing on a table with food on it's feet and a lantern in the background
Wolf with a helmet and armor on standing in the dark with a full moon in the background
Wolf running across a forest covered in trees and rocks with a Warg flying overhead in the sky above
Wargs are a kind of evil wolves that can be ridden by orcs.

They appear in The Hobbit and The Lord of the Rings, and are based on the Norse mythological wolves Fenrir, Sköll and Hati.

In The Hobbit, wargs can speak and plan to attack the woodmen's villages with the goblins.

They also chase Thorin's Company and trap them in a glade, but are driven away by Gandalf's fire and the eagles.

Later, they join the goblin army in the Battle of Five Armies, but are defeated by the allies of dwarves, elves, men and eagles.

In The Lord of the Rings, wargs are used by Sauron and Saruman as scouts and mounts for their orcs.

They attack the Fellowship near Moria, but are killed by Aragorn, Legolas and Gimli.

They also ambush the Rohirrim at the Fords of Isen, and participate in the Battle of Helm's Deep and the Battle of the Pelennor Fields.

Wargs are described as shaggy, large, fast, powerful and vicious.

They have different colors of fur, such as black, brown, gray or white.

They can communicate with each other and with orcs using a wolf-language, and possibly also understand Westron or Black Speech.

Example of the color palette for the image of Warg

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What is the description of a warg?

Large furry Warg standing on a sidewalk next to a building at night with a full moon in the sky
Wolf standing in a forest with a wolf in the background and a wolf in the foreground
Wolf jumping into the air with its mouth open and eyes closed
Large furry Warg walking through a wet street next to tall buildings in the foggy city with a car
Statue of a wolf on a building with the sun setting in the background and a building with a glass window
Wolf standing on a rock in front of a church with a gothic - styled tower in the background
A warg is a fantasy creature that is often depicted as a large and evil wolf that can be ridden by orcs or other dark beings.

The name and characteristics of wargs are derived from Norse and English mythology, where they are associated with both Odin and his enemies.

A warg is not a simple beast
But a cunning and cruel hunter
It roams the wilds with bloodlust and greed
And serves the dark lord's plunder

A warg is not a loyal steed
But a treacherous and hungry rider
It turns on its master with fangs and speed
And devours the weak and cower

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How big is a warg?

Furry Warg standing in a living room with a chandelier hanging from the ceiling and a chandelier hanging from the ceiling
Couple of wolfs standing on a city street next to a building with a red light on it
Wolf statue on top of a cemetery next to a cemetery with tombstones and trees in the background
Large furry Warg standing on top of a dirt field next to a forest filled with trees and rocks
Warg standing next to a wolf in a village at night with a full moon in the background
A warg is a large and evil kind of wolf that can be ridden by orcs.

The size of a warg may vary depending on the source, but generally they are much bigger than normal wolves.

Here are some examples of warg sizes from different sources:
  • In J.R.R. Tolkien's Middle-earth fiction, a warg is about 3 feet high and 5 feet long, and weighs around 300 pounds.

  • In Dungeons & Dragons, a worg is a large monstrosity with a natural armor and a speed of 50 feet per round.
    It has a bite attack that can knock its prey prone.

  • In Forgotten Realms, a worg resembles a typical wolf, though with gray or black fur and an intelligent, wicked gleam in its eyes.
    It stands 3 feet high and is 5 feet long, and weighs around 300 pounds.

As you can see, wargs are formidable creatures that can pose a serious threat to anyone who encounters them.

They are cunning and malevolent, and often serve as mounts for goblins and hobgoblins.

They can also speak in their own language and sometimes in Goblin or Common.

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Stories and Legends

The Echoes of Elderwood

Long time ago, in the heart of the ancient Eldergrove Forest, where the trees whispered secrets only the wind could understand, there lay the village of Mistvale. The villagers spoke of an old Warg, a colossal and spectral beast whose eyes glowed with the light of forgotten stars. His name was Thorne, and he was said to guard the forest with a fierceness that rivaled the fiercest storms.

Legends told of how Thorne was once a mighty guardian of the Eldergrove, chosen by the very spirits of the forest to protect its ancient magic. But as the centuries passed, Thorne grew reclusive, his once-majestic form now a shadow among the trees. Few had ever seen him, and those who did spoke of an aura of melancholy that surrounded him.
Wolf with red eyes running through a forest at night with a full moon in the background

One fateful evening, as the twilight bathed the world in shades of indigo and gold, a young girl named Elara wandered into the forest. She was a curious and brave soul, with a heart as wild and free as the wind. Her village had long lived in fear of the Warg, but Elara had always felt a strange connection to the forest, a pull she could not explain.

As Elara ventured deeper into the Eldergrove, she stumbled upon a hidden glen where the moonlight wove silver threads through the canopy. There, amidst the ethereal glow, lay a wounded stag, its leg ensnared in an ancient trap. Elara's heart ached for the creature, and she moved swiftly to free it. But as she worked, she heard a deep growl that seemed to come from the very ground beneath her.

From the shadows emerged Thorne, his eyes like twin lanterns piercing the gloom. The Warg's presence was both awe-inspiring and terrifying. Elara's breath caught in her throat, but she stood her ground, her gaze unwavering.

"Why do you come here, child?" Thorne's voice was like the rumble of distant thunder, yet there was a tremor of sorrow in it.

Elara, with a mixture of fear and resolve, replied, "I came to help the stag. I believe you guard this forest, but I don't think that protecting it means causing pain."

Thorne studied her with an intensity that made Elara's knees weak. The Warg's form was both formidable and weary, and his gaze softened as he looked at her. Slowly, he approached the injured stag and, with a gentle nudge, helped Elara to set the creature free.
Large furry Warg standing in a forest next to a church and a forest with a full moon in the background

Over the following weeks, Elara returned to the Eldergrove. She tended to the creatures and helped the Warg mend the invisible wounds that scarred the forest. Thorne, initially distant and guarded, found himself drawn to her bravery and kindness. He began to trust her, and their unusual friendship blossomed.

In their time together, Thorne revealed to Elara the true depth of his loneliness. Once, he had been a joyful guardian, celebrated by the spirits and revered by the forest dwellers. But as the magic of the forest waned and the village grew fearful of him, he became an isolated figure, his heart burdened by the weight of solitude.

Elara's presence breathed new life into Thorne. Through their shared adventures and quiet moments, he began to heal, and so did the forest. The ancient magic that had faded with time slowly rekindled, and the Eldergrove thrummed with renewed vitality.

One night, under the shimmering light of a full moon, Thorne revealed the heart of the Eldergrove to Elara - a hidden glade where the magic of the forest was strongest. Here, the ancient spirits of the trees danced in the moonlight, and the air was alive with a symphony of whispers. It was a place of profound beauty and power, and Elara felt an overwhelming sense of peace.

With a final, wistful glance at the glade, Thorne turned to Elara. "You have restored what I had lost - hope and connection. The forest and I are eternally grateful."
Wolf standing on a hill in the woods at sunset with fog and trees in the background

Elara smiled, her eyes shining with a mixture of happiness and sadness. "And I have found a friend in the heart of the forest. Thank you, Thorne."

As dawn's light began to touch the treetops, Elara made her way back to Mistvale, forever changed by her time with the Warg. Thorne, though still a guardian, no longer bore the weight of isolation. The friendship he shared with Elara had rekindled the magic of the Eldergrove, and he was no longer alone in the shadows of the ancient forest.

And so, the echoes of Elderwood sang of a friendship that bridged the gap between fear and understanding, leaving a legacy that would be remembered for generations to come.
Author:

The Warg of Lost Dawn: A Legend of the Forbidden Knowledge

In a far away place, in the time before men etched their wisdom into stone, before the sun knew the limits of its course and the moon grew shy of the night, there was a land of whispers known as Eldruin, a world nestled between the edge of twilight and the very bosom of chaos. The creatures of this land moved in the shadows, their fates bound to cosmic forces far greater than themselves. Among these beings was a Warg named Savaar, a monstrous wolf with eyes like molten silver and fur blacker than the void between stars.

Savaar was unlike any other Warg. While his kin hunted the endless plains and ravaged forests with wild abandon, Savaar's mind stirred with unquiet thoughts. He felt the pull of something ancient, a forbidden knowledge whispered from the darkest corners of existence. For in those days, knowledge was not for mortal beasts nor men but for the gods and the titans who wove the world's foundations. It was said that to touch such knowledge was to unravel the mind, to condemn oneself to an existence between madness and omnipotence. Yet Savaar could not resist the call.
White wolf with long hair and a big grin on its face and tail

Legends tell that at the heart of Eldruin stood the Temple of Severance, where the Veil of Worlds hung thin, a gateway to the Vault of Knowledge. Guarded by beings known only as the Wardens of the Silence, this place was sacred and accursed, forbidden to all living creatures. But the Veil whispered to Savaar, promising power over life, death, and fate itself. And so, it began - the War for the Birth of the Forbidden Knowledge.

The war was not of armies clashing on plains or kings riding into battle. No, it was a war waged in the spirit and soul, a battle between the Warg's hunger for understanding and the guardians of cosmic balance. Savaar journeyed across the Endless Wastes, through forests where the trees wept blood, and across mountains whose peaks pierced the very heavens. His bones ached, his mind frayed, but the whispering knowledge guided him, twisting his heart and making him crave more.

It was not long before the gods took notice. Morrigale, the Keeper of the Stars, a goddess with raven's wings and eyes of endless night, descended from her high throne. She stood before Savaar in a vale of mist, her voice as cold as the void between galaxies.

"Turn back, Warg. The path you walk leads to madness and ruin. The knowledge you seek is not meant for mortals, nor even for gods. It is the essence of creation itself, and to claim it will unravel the fabric of reality."

But Savaar, now more beast than ever, growled and snarled. "I am no mere mortal. I am Savaar, Warg of Eldruin, and I will no longer cower before powers I cannot understand. The world is chaos. I seek to know its truth."

Morrigale, seeing the burning silver in his eyes, knew she could not turn him from his path. "So be it," she whispered, and with a sweep of her wings, she vanished, leaving Savaar alone once more.

At last, Savaar reached the Temple of Severance. Before him loomed the Wardens of the Silence - beings older than time itself, faceless and formless, guardians of the Vault. Their voices echoed like the shifting of the cosmos as they spoke in unison.

"You seek what none can bear, Warg. The Vault contains the First Words, the breath of the universe. No mind can hold such knowledge without breaking. Step no further."
Wolf standing in the snow with a full moon in the background

But Savaar, consumed by the madness of his quest, leaped forward with a roar that shook the heavens. His claws, once tempered by wisdom, now struck with savage fury. The Wardens resisted, but they were not beings of violence; their strength was in their patience, their endurance. Yet Savaar's hunger for forbidden knowledge was a force beyond reckoning. The battle that ensued was a clash of will and spirit, a tearing of the Veil that bound the worlds together.

With every blow, the fabric of reality itself began to unravel. Stars blinked out in the sky. The rivers of time, once steady and unbroken, began to twist and loop back upon themselves. And still, Savaar fought, until with a final, desperate lunge, he shattered the Wardens and tore open the Veil.

There, within the Vault, lay the First Words, the essence of creation's spark. Savaar, breathing heavily, his form barely holding together, gazed upon the knowledge he had long sought. The whispers were no longer faint but screamed into his mind like a storm.

And as he touched the First Words, all of creation trembled.

Savaar saw everything - the birth of stars, the rise and fall of empires, the slow decay of the universe itself. Time unfolded before him in every direction, past, present, and future. He saw the shape of the gods, the foundation of reality, and the darkness that lay beyond it. But with the knowledge came the curse. His mind shattered like glass beneath the weight of infinity.

In his agony, Savaar howled - a sound that echoed across all worlds, across all time. The Warg's form twisted and morphed, no longer bound to one existence. He became a being of the between, neither fully alive nor dead, neither god nor beast. The Veil he had torn was now part of him, and through him, the world began to fall apart.

But just as Savaar's mind was lost to the eternal void, Morrigale returned. In her hands, she held a fragment of light - the last remnant of creation's first dawn. She cast it upon Savaar, binding him in chains of starlight, locking his broken form between the folds of time.
Furry Warg with horns and claws walking through a forest filled with trees and rocks

"Savaar," she whispered, "you sought to know too much. Now you will become the guardian of that which you wished to claim. You are no longer of this world or any other. You are the Warden of Lost Dawn, bound to the Vault you tried to conquer."

And so it was that Savaar, the Warg who once sought the forbidden knowledge, became its eternal prisoner. Locked between worlds, he guards the First Words, a warning to all who seek the power of the gods. His name is whispered in shadows, and his legend told only in hushed voices, for to speak of Savaar is to invoke the terror of what lies beyond the edges of understanding.

And so ends the legend of the Warg of Lost Dawn, whose hunger for knowledge reshaped the fabric of existence and became a curse upon the world. Let it be remembered that some truths are not meant to be known, and that even the mightiest can be undone by their desire for forbidden knowledge.
Author:

The Chronicles of the Eclipsed Realm

Far away, in the primordial epoch, when the world was a canvas of unshaped chaos, the gods wove the threads of creation into a living tapestry. At the heart of this divine act was the celestial forge of Talaran, where the gods crafted all that dwells within the realm. It is here that the myth of the Warg and other fantastical creatures begins.

The world was still young when the gods, in their wisdom, sought to populate the lands with beings of their own making. They sculpted the majestic dragons to soar through the skies, and the serpents to coil in the deep oceans. But it was the creation of the Wargs, and their kin, that marked a pivotal moment in their celestial artistry.
Large wolf statue in a large building with stained glass windows and a gothic - style ceiling

In the forge, the god Khorath, master of beasts and wildness, took clay from the sacred Earth and imbued it with raw, untamed essence. Khorath's vision was to craft beings that embodied the primal forces of nature - creatures of strength and ferocity. He named these beings the Wargs, after the ancient word for "ancient strength." But the Wargs were not mere beasts; they were to be guardians of the wilds, fierce and noble, with a connection to the very spirit of the land.

Khorath worked with fervor, and as he shaped the Wargs, he wove into their forms the traits of the storm and the hunt, the stealth of the shadow and the might of the earth. Their fur was a patchwork of darkened hues, and their eyes glowed with a fierce, otherworldly light. Yet, as they were being brought to life, a rift formed between Khorath and his fellow deities.
Wolf standing on a rock in front of a circus tent with a lightning bolt in the background

The god Hadris, who was the harbinger of balance and order, opposed Khorath's creation. Hadris believed that such wild and untamed beings would disrupt the harmony of the newly formed world. A divine debate erupted, shaking the celestial forge and causing cosmic upheaval. In the heat of their disagreement, the gods' energies clashed, and from this chaos emerged a new realm - the Eclipsed Realm, a dimension existing parallel to the mortal world.

The Wargs, caught in the aftermath, found themselves divided between two worlds. Those who had been imbued with the chaotic essence remained in the Eclipsed Realm, while the others were cast into the mortal lands, their forms now tempered by the balance of Hadris. The former became formidable, shadowy creatures, thriving in the darkness and embodying the wild, unrestrained forces. The latter, though still powerful, adapted to the new constraints of the mortal realm, becoming more integrated with the lands they roamed.
Wolf walking down a dirt road in front of a castle at sunset with fog and trees on the ground

It is said that the Eclipsed Realm became a sanctuary of sorts, where the wildness and primal forces were preserved. From it, other fantastical beings emerged - mighty griffins, elusive chimeras, and cunning wraiths - each a product of Khorath's enduring influence and the divine clash. These creatures became integral to the mythos of the world, serving as both symbols of untamed power and reminders of the divine conflict that had given them birth.

The mortal world, in turn, saw the Wargs as fierce protectors, loyal to their clans and formidable in battle. They roamed the forests and mountains, their presence both feared and revered. Legends told of their battles against dark forces and their alliances with the ancient heroes of mankind. Through their actions, they preserved the primal essence bestowed upon them by Khorath, ever a bridge between the wild and the ordered realms.

Thus, the myth of the Warg and the creatures born from the Eclipsed Realm serves as a testament to the balance and chaos that define the cosmos. It is a reminder that even in the midst of divine discord, creation endures and evolves, forging new paths and legends in the ever-turning wheel of existence.
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