Wargals
Basic Information
Biological Traits
They can endure multiple severe injuries before succumbing to their wounds. Physically, they are quick but incredibly clumsy and prefer to fight with their hands but will also use weapons like axes, maces, clubs, and swords.
Additional Information
Social Structure
As far as social hierarchies are concerned, they are a highly hierarchical group in that they are strongly separated by ranks. One Wargal may have more power over others or be capable of more independent thought than those in the common ranks.
Uses, Products & Exploitation
Facial characteristics
The Wargals are described as a bear or large dog-like humanoid creature with a snout and dark hair. They have small red eyes.
Average Intelligence
They are almost fearless, with their biggest weakness being their fear of horses. That fear was born because they had never seen horses prior to Morgarath bringing them to the Mountains of Rain and Night. That fear was then reinforced by the surprise cavalry charge lead by Halt at the Battle of Hackam Heath. However, they are known to have retreated in fear once from Sargeant Daniel.
They are capable of fighting strategically and independently, as shown with the death of Dirk Reacher.
They don't have their own language, rather they communicate through a mental connection. A few wargals were taught to speak by Morgarath , the ones who could speak did so in a strange monotone.
Civilization and Culture
History
Before Morgarath dominated them, the Wargals were a recluse race that was broken into tribes. Each tribe had their own chieftain and – if the tribal structure is similar to humans – elders who would help pass on their customs and stories. Because of this, they had fierce familial ties and felt death and loss intensely. They lived in caves in the Mountains of Rain and Night and were carnivores. While they communicated mainly through thoughts in their hive-mind, they could also communicate through different toned grunts and they even had songs.
Wargals were known to be peaceful in general but could be incredibly savage and brutal when provoked. For example, the hermit Norman was able to live peacefully with them for years so long as he kept to himself, but they violently rebelled against King Prescott the Conqueror when he lost control of his enslaved wargal army during a drunken phase.
After the Wargals lost their connection to Morgarath they act child-like and purposeless, which isn’t how they were like before. This could be because the Wargals had become so connected to Morgarath for so long, that a significant amount of their minds had lost the ability to function without him. It is also possible that the majority of Wargals at that time weren’t alive in a time without Morgarath. Without their tribal chieftains or elders to help them process and learn their ways, the Wargal hive-mind would have been lost. It's unlikely they could ever recover from that – especially if all of their elders and those who lived before Morgarath had already died.
Alternative Names
Unminded Ones
Unminded Ones
Average Physique
Despite their large size, Wargals are surprisingly fast in combat but their claws affected their accuracy when throwing rocks or javelins. Wargals also have opposable thumbs which allow them to grip weapons in battle. They have a rolling, shuffling gait, and can run in a series of leaping bounds.
Geographic Distribution
Comments
Author's Notes
The word 'Wargal' is also similar to the Australian term 'warrigal', meaning a dingo or wild dog.