Meččyniekan Syväin - Metsästäjän Sydän | karelian hobbyist pseudomanga comic artist from Finland | atheist | MBTI: ISTP-T type5 / type9
"vikings are closest character type to the Nordics in global pop-culture" (although the imago comes from the British Isles, not from the Nordics)
"Karelians of the Viking Age were better known as fur traders/hunters."
gimmick: strong connection to nordic-like winter culture
france - ranska
France may seem like a straightforward name, but across Europe it is known by several different words, reflecting layers of history, language and cultural contact.
Most European languages use a variation derived from the Franks, the Germanic people who gave the country its modern name. Others preserve older or alternative roots: Gallia recalls Roman times, Ranska and Prantsusmaa come from Norse and Baltic linguistic traditions, while names like Tsarafat or Saprangeti reflect medieval and regional adaptationsSpace Wolves Beliefs
https://warhammer40k.fandom.com/wiki/Space_Wolves
Chapter Beliefs
"I recognize my failing and will be sure to correct it."
—Penitent oath uttered by a Space Wolf Battle-Brother after an officer pointed out a mistake or failing
The Space Wolves are brought up believing in mystic legends and sagas of star-striding wolves, horrendous monsters and mighty heroes. Mistrustful of advanced technology and sorcery alike, the people of Fenris are a brutal but noble people and this bearing is brought to the Chapter by its recruits. Central to their belief system is Leman Russ and the Emperor, known to the Space Wolves as the Allfather, whom they see as the greatest pinnacles of mankind and heroes to inspire valor and honour. The Space Wolves' beliefs are generally regarded with distaste if not outright hostility by the Ecclessiarchy, and seen as backwards, barbaric and superstitious by many others. The Sons of Russ make no excuse for their ways, however, and have come to blows and at times outright warfare with the Ecclessiarchy and others over their beliefs and way of life.
Space Wolves refer to their own souls as threads, for when a Space Wolf dies it is said his thread was severed. In the past, slain Space Wolves were generally burned in a pyre, rather than buried in a crypt. Following the death of a particularly important, high ranking or respected member of the Chapter, a sending away feast is held in his honour. Before the feast, the Great Company Skjald learns stories about the deceased of variable length and nature from every member of the Great Company and retells these tales during a period of ritual feasting with lengthy rest periods between each tale. The sending away feast lasts for an indeterminate amount of time, however long it is necessary to tell all of the Skjald's memorised stories, and as such, can last for solar days or even weeks. During the feast the feasting chamber is sealed and none may enter or leave until the conclusion of the feast. For example, after the death of Heoroth Longfang during the Great Crusade, Tra Company held a feast where 432 separate tales were told. In the present era of the late 41st Millennium, the Space Wolves' dead are interred or burned on the flattened peak of Mount Krakgard, or laid to rest in other locations of significance, such as the Tomb of Garm where the Spear of Russ is held, or the Tomb of Harek Ironhelm on the flank of The Fang.
An ancient tradition of the Chapter dictates that judgements and trials must be conducted on solid ground, not aboard a cold starship sailing through the void. When a judgement must be passed, the Space Wolves will divert to the closest available planet or moon and set down to conduct the trial, pass judgement and, if necessary, perform an execution, on solid earth as the ancient traditions of Fenris demand.
Traditions
Eye of Aversions - Known as the Eye of Aversion, this symbol is used by the Space Wolves to ward away evil and sorcery. In battle it is carved into a wall, support or whatever is at hand to mark an area of great danger or heavy enemy opposition. When the danger has been removed or eliminated, the mark is struck out to show the area is clear.
Fenrys Hjolda - Known as Rout-Masks, these leather and bone masks were worn by the Space Wolves and their serfs during the Great Crusade and Horus Heresy eras, but had largely gone out of use by the time of the First Battle of The Fang in the 32nd Millennium. The masks were intended to scare away Maleficarum (Daemons).
Primordial Annihilator - The is a term used by the Space Wolves to refer to the fell powers of Chaos.
Runes - The Space Wolves Rune Priests use a form of divination known as the Casting of the Runes to tell the future and advise the Chapter's Wolf Lords and Great Wolf on decisions of great importance:
Adjarr (Blood)
Fengr (The Wolf Within)
Gmorl (Fate)
Hata (Unknown meaning)
Hjarz (Ice-rune)
Ragnarok (Ending)
Rhozan (Rune to ward against Maleficarum)
Sfar (Rune to ward against Maleficarum)
Trysk (Ice)
Ymr (Unknown meaning)
Zhaz (Rune to ward against Maleficarum)
Wolves of Fenrisian Myth
The legacy of the Wolves of Fenris is long and storied, from the days ten millennia past when their primarch Leman Russ led them in reclaiming the galaxy for Mankind, to the present era of the late 41st Millennium, as they continue to strive to hold the Allfather's realm together in the face of Traitors, daemons and aliens. When they are first inducted into the Chapter, Aspirants are taught about the Twelve Wolves of Fenris -- the legendary wolves of Fenrisian mythology -- which are always beside them in battle, whether at home, on another world or in the stars. Each of the twelve Great Companies takes its symbol and battle style from one of those twelve wolves, each of whom has a different lesson to impart. Noble and honourable warriors, the Space Wolves constantly struggle with the savage spirit that lurks within, including the Thirteenth Wolf, the barbaric Wulfen that haunts their souls.
- The Blackmane - The Blackmane is the deadliest of all Fenrisian Wolves.
- The Bloodied Hunter - The Bloodied Hunter is the wolf of the hunt, a feral killer that rejoices in nothing greater than the tracking and killing of prey beneath a full moon.
- The Dark Wolf - Virtually alone amongst all the wolves of Fenris the Dark Wolf never howls, never growls, silent as the deep cold of the underverse. In Fenrisian mythology, the Dark Wolf stalks the deepest shadows and follows the spirits of the dead, shepherding them into the cold tombs where they are to wait until the final battle of the Wolf Time. Rune Priests often envision the Dark Wolf stalking their threads, ever watching their wyrd for the time when death will take them.
- Drekan the Thunderwolf - The Thunderwolf exemplifies strength and raw power over subtlety or guile.
- The Fire Breather - The Fire Breather is a wolf who dwells in one of the largest volcanoes on Fenris and who spews his wrath into the heavens when angered.
- The Fire Wolf - The Fire Wolf heralds the coming of Fenris' Season of Fire, when the snows melt and the lands rage, islands sink and new ones rise. It is the coming of the Fire Wolf that heralds either glory or doom to the people of Fenris.
- Freki & Geri the Twin Wolves - Freki and Geri were the Fenrisian Wolf companions of Leman Russ. These wolves represent what can be achieved through brotherhood and teamwork, for the strength of a pack is greater than the sum of its parts and together can defeat foes no single wolf would ever be able to tackle.
- The Great Devourer - Depicted as a wolf devouring a star, the Great Devourer is an ominous symbol from Fenrisian mythology.
- Haegr the Mountain Wolf - Haegr the Mountain teaches the Wolves to endure the harshest of elements without complaint, for it is those very same things that forged the Space Wolves into the warriors they are. Haegr endures all and when faced with the worst of environments it is to Haegr that the Space Wolves look to for example.
- The Ice Wolf - In Fenrisian legend, the Ice Wolf was one of the fiercest of Morkai's dread lieutenants. After the defeat of Morkai, the Ice Wolf attacked Leman Russ and struck him dire blows but was defeated and its corpse was cast into the Eye of the Wolf, the sun around which Fenris orbits. At the end of the struggle, the only remnant of the Ice Wolf left was a single fang embedded in the leg of Leman Russ. The slightest touch of the fang could chill the blood of a mortal man but against the fearsome constitution of the primarch it was barely an irritant. Russ had the fang forged into a mighty blade for his sons and Svellbrandr serves the Chapter to this day.
- The Iron Wolf - The Iron Wolf is the spirit of the Forge and the Iron Priests, and this wolf teaches the Sons of Russ the value of craftsmanship and the forge.
- Lakkan, the Runed Wolf - Lakkan is the totem of the Rune Priests and teaches the mysteries of Runes to those who seek them.
- Lokyar, The Lone Wolf - The Lone Wolf is the aspect of all Wolf Scouts and this wolf teaches that sometimes Wolves must fight and live alone.
- Morkai - Morkai is the twin-headed guardian of the Fenrisian underworld. In Fenrisian mythology Morkai was the ruler of the wolves of that frozen world. When Leman Russ came to Fenris, he fought Morkai and his many lieutenants, casting Morkai down to the underworld to stand as its guardian and slaying all of the two-headed wolf's generals who dared face him.
- The Night Runner - This wolf is often borne as an icon by the Great Companies of the Space Wolves; currently the Great Company of the Great Wolf Logan Grimnar bears the Night Runner as it’s original icon.
- Ranek, the Hidden Wolf - Ranek is the Wolf who stalks the shadows, and teaches the young Wolves the virtues of stealth and hunting, for the fang from the dark is sometimes doubly as wounding as any other.
- The Sea Wolf - The Sea Wolf is a beast of the deadly Fenrisian oceans, the totem of all those who sail and do battle on the waves.
- The Spirit Wolf - The Spirit Wolf is the guardian of the soul, invoked by Fenrisians and Space Wolves alike to protect their spirits from corruption and possession when in the presence of maleficarum or when sailing the Sea of Souls (the Warp). Two metal Spirit Wolf totems mark the hull of Logan Grimnar's chariot Stormrider.
- The Sun Wolf - The Sun Wolf is the Fenrisian Wolf who makes his lair in the heart of Fenris' sun and arises each day to shine his harsh light on the world.
- Thengir the Wolf King - Thengir represents Fenris and The Fang, the domain of the Space Wolves, the crowning jewel of the Sons of Russ as it towers over the harsh yet majestic domains of Fenris.
- Torvald the Far-Sighted - Torvald is the Wolf whose eyes see all and miss nothing. This Wolf's teachings instruct young Space Wolves to use their eyes and heads before their blades, for sometimes it is in observation and looking ahead that victory is achieved.
- Wolf of the Red Moon - The Wolf of the Red Moon is a terrible stalker of the seven hells of Fenris, a skeletal apparition that claims the bodies of the fallen unworthy of entrance into the halls of Morkai.
- The Wolf that Stalks Between Stars - This Wolf was the totem of Leman Russ and is still the icon born by every Great Wolf. The Stalker Between the Stars teaches the Sons of Russ that wherever they walk, no matter how distant, they bring the glory of Fenris with them.
- The Wulfen - The Wulfen is the cursed Thirteenth Wolf of Fenrisian lore. Bestial in nature it is this Wolf that the Space Wolves must ever guard themselves against, less their feral natures overcome them and lead them into madness.
Deed Names
Most Space Wolves bear a deed name that is either appended to their given name or replaces it entirely amongst their warrior brethren. Deed names are awarded for particular feats of courage, daring, luck, skill or knowledge. Sometimes they describe an aspect of the warrior, like the bionic Power Fist of Berek Thunderfist, or a childhood amongst wolves, as is the case with Canis Wolfborn, or the physical features of a particular warrior, such as the great shaggy eyebrows of Ulf Blackbrow. Other times a name is awarded for a particular accomplishment such as Njal Stormcaller, who earned his name after driving the Forces of Chaos from the field by summoning a massive storm during the Tokaran War. Another example is Ragnar Blackmane, who is named after the legendary and deadly Blackmane Wolf he slew during his Trial of Morkai. Some deed names do not take great imagination as to how they were acquired, such as the case of the Wulfen-afflicted Wolf Lord Bran Redmaw. Deed names are many and varied, and over time many veteran warriors will acquire more than a few names, each added to the last. Sometimes the new name will replace the old as the common title of the warrior, other times a favorite will remain in use for the rest of the warrior's life, regardless of other titles or deed names he acquires.
Beast-Hunts
During particularly savage winters a Wolf Lord may choose to take his warriors into the wilderness on a beast-hunt. Unarmed, the warriors must hunt the beasts of Fenris with only their wits and skills to aid them and are not allowed to return to The Fang without the carcass of a beast as proof of their deeds. The first to return is usually the Wolf Lord, who takes his place at the head of a feast table. The last to return, dubbed the Tail, serves his Battle-Brothers red meat and blood-laced ale rather than participating in the feast. The ignominy of this position tends to result in a brawl before long.
The Great Hunts
Occasionally the Great Wolf or Rune Priests will see a vision of the lost Primarch, and declare a new Great Hunt. While none of the Great Hunts have resulted in the discovery of Russ, each has accomplished some significant feat. The Second Great Hunt saw the recovery of Russ' sacred armor from the Temple of Horus on the world of Rudra, situated near the dreaded Eye of Terror. The Fourth Great Hunt led to the uncovering of the Corellian Conspiracy, which had been close to taking over the Administratum in a bloody coup for power, while the Ninth Great Hunt saw the destruction of the Genestealer infestations in the Gehenna System. Every time a Great Hunt is called it seems that the lost Primarch has a task in mind for his sons.
WH40k Space Wolves books
"read":
- Lone Wolves (Graphic Novel) by Dan Abnett
- Deathwolf: Space Marine Battles: Warhammer 40,000 (Audio) by Andy Smillie
------
Space Wolves:
Space Wolf (Novel Series)
- The Space Wolf Omnibus
- Space Wolf
- Ragnar's Claw
- Grey Hunter
- Space Wolf: The Second Omnibus
- Wolfblade
- Sons of Fenris
- Wolf's Honour
- Battle of the Fang (Novel) by Chris Wraight
- In the Belly of the Beast (Short Story) by William King
- Kraken (Short Story) by Chris Wraight
- Thunder from Fenris (Audio Book) by Nick Kyme
- Blood of Asaheim (Novel Series)
- Iceclaw by Ben Counter
- Engage the Enemy by Lee Lightner
- Space Wolves: Ragnar Blackmane by William King
- The Wolftime (Dawn of Fire #3) by Gav Thorpe
- Horus Heresy Series
- Prospero Burns - The Wolves unleashed by Dan Abnett (book 15)
- Wolfsbane by Guy Haley (book 49)
- Dark Imperium (Novel) by Guy Haley, Chs. 6, 10, 15
- The Wolves of Raukos (Short Story) (The Successors: A Space Marine Anthology)
- Crusade: Nachmund Gauntlet,
- The Long Promise (Short Story),
- Archmagos (Novel) Chapter 4, 5, 33-34
MistralAI: U.S. Child labour
1.11.2025
remember skepticism
Key Trends in 2025:
- There has been an 88% increase in child labor law violations since 2019, with children increasingly found working in hazardous conditions, such as factories, meatpacking plants, and overnight shifts in slaughterhouses americanprogress.org+1.
- At least 28 states have introduced bills to weaken child labor laws, and 12 have enacted them. For example, Iowa now allows 14-year-olds to work in factories and meatpacking facilities, and Indiana permits 16- and 17-year-olds to work the same hours as adults without parental permission americanprogress.org+2.
- Agricultural work remains a major exception: children of any age can work on small farms, and 12-year-olds can work on any farm with parental permission, even in hazardous condition shrw.org+1.
Federal vs. State Laws:
- The FLSA prohibits minors under 18 from working in nonagricultural occupations declared hazardous by the Secretary of Labor. However, some states are passing laws that conflict with federal standards, often under pressure from corporate lobbying chn.org+1.
- Project 2025, a conservative policy agenda, proposes further rolling back protections, arguing that labor shortages justify using child labor as a workforce strategy americanprogress.org+1.
Enforcement and Vulnerable Groups:
- Enforcement has increased under the Biden administration, but budget cuts and political shifts threaten these efforts. Migrant children, especially unaccompanied minors, are particularly at risk of exploitation hrw.org+1.
International Context:
- Globally, about 138 million children were still in child labor as of 2024, with nearly 40% in hazardous work. Progress has been slow, and the UN warns that eliminating child labor could take hundreds of years at the current pace AFP+1.
- https://www.americanprogress.org/article/project-2025-would-exploit-child-labor-by-allowing-minors-to-work-in-dangerous-conditions-with-fewer-protections/
- https://www.unicefusa.org/sites/default/files/2025-02/UNICEF_USA_ChildLaborReport.pdf
- https://myhrconcierge.com/2025/04/15/what-employers-need-to-know-regarding-2025-child-labor-law-changes/
- https://ogletree.com/insights-resources/blog-posts/states-redraw-the-rules-on-child-labor/
- https://www.hrw.org/news/2025/03/11/new-us-labor-secretary-congress-should-act-child-labor
- https://en.wikipedia.org/wiki/Child_labor_laws_in_the_United_States
- https://www.chn.org/voices/child-exploitation-and-project-2025-rewriting-the-fair-labor-standards-act/
- https://www.epi.org/publication/child-labor-standards-state-solutions-to-the-u-s-worker-rights-crisis/
MistralAI: Corpocracy
The term "corpocracy" (or sometimes "corporatocracy") is not a standard or widely recognized word in political science or economics, but it is occasionally used in critical discourse to describe a political and economic system dominated by corporations and corporate interests. The concept suggests that corporations, rather than elected governments or the people, hold the most significant power in shaping policies, laws, and societal priorities.
Key Features of Corpocracy (Corporatocracy)
1. Corporate Influence Over Government
- Lobbying: Corporations spend vast sums on lobbying to influence legislation, regulations, and government decisions in their favor.
- Revolving Door: Politicians and regulators often move between government positions and high-paying corporate jobs, creating conflicts of interest.
- Campaign Financing: Corporate donations to political campaigns can shape election outcomes and policy agendas.
2. Prioritization of Profit Over Public Good
- Policies and laws may be designed to maximize corporate profits, often at the expense of public welfare, environmental sustainability, or social equity.
- Examples include tax breaks for corporations, deregulation of industries, and privatization of public services (e.g., healthcare, education, prisons).
3. Media and Information Control
- Large corporations, including media conglomerates, can shape public opinion and narratives to align with corporate interests, sometimes at the expense of objective journalism or public discourse.
4. Erosion of Democracy
- Critics argue that corporatocracy undermines democratic principles by concentrating power in the hands of a few corporate elites, rather than the broader populace.
- This can lead to policies that benefit corporations and the wealthy while marginalizing ordinary citizens.
Examples and Criticisms
- United States: Critics point to the influence of Wall Street, Big Pharma, and the fossil fuel industry on U.S. politics as examples of corporatocracy. The Citizens United Supreme Court decision (2010), which allowed unlimited corporate spending in elections, is often cited as a turning point.
- Global Context: Multinational corporations can wield significant power over governments, especially in smaller or economically vulnerable countries, through trade agreements, threats of relocation, or legal actions.
Counterarguments
- Capitalism vs. Corporatocracy: Supporters of free-market capitalism argue that corporate influence is a natural outcome of economic freedom and that competition ultimately benefits consumers.
- Regulation and Reform: Some believe that strong regulations, transparency, and campaign finance reform can mitigate the risks of corporatocracy without dismantling capitalism.
Related Concepts
- Plutocracy: Rule by the wealthy.
- Oligarchy: Rule by a small group of elites.
- Neoliberalism: An economic ideology that emphasizes free markets, deregulation, and privatization, often associated with increased corporate power.
Why Does This Matter?
The idea of a corporatocracy raises important questions about democracy, economic inequality, and the balance of power between corporations and citizens. It is often invoked in debates about:
- Income inequality
- Corporate accountability
- The role of money in politics
- Environmental and social justice

















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