Ulf

Submitted by John L. on Fri, 1/6/2017 at 1:45pm

Ulf are a loyal race of humanoids supposedly descended from wolves and other canines. They're easily distinguishable from commoners by their canine ears and tail. They tend towards more martial pursuits but often have a strong connection to the land and spirits. They can be found all over the world and tend to adopt the local culture as their own which combined with their nature makes them a valuable member of nearly any society.

v4 info

Shards of Orn verison 4.0 Information

Costuming Ulf Ulf must wear a canine mask, or ears and a blackened nose, and a canine tail.
Passive Effect Crit after Charge

You may call Crit (‘Critical’) damage with a melee attack you execute at the end of a “Charge”. Critical damage cannot be “Absorbed”, “Resisted”, or “Withstood” and bypasses most defenses. If you are Subdued by Critical damage, you are immediately Slain.

            

Combat Effect

            

Self, Rage (Free)

You do not need to do anything special to trigger a Self ability.

When you use it, it affects you. You become immune to “Fear” and “Soothe” effects, and may use abilities with the Rage trigger, but you become vulnerable to “Frenzy” or “Taunt” effects. You may not willingly end your Rage, but others can end it with a “Calm” or “Rouse” effect.

A Free ability costs you no Spirit to use.

Narrative Effect Track

You learn the presence, nature, and direction of travel of non-player characters who recently passed through the immediate area.

 

Costuming

Ulf characters must wear prosthetic canine ears, a tail and have black makeup on their nose.

Most Ulf wear attire similar to the culture they are surrounded by making any clothing or armor choices viable.

Nature

Ulfs are creatures of their nature. Even the most civilized of the race has to deal with their instincts coming to the fore, especially in times of duress. Those who have grown up around  other races tend to have better control over their instincts and will tend to act like those around them with their instincts only coming to the fore when anger or stress comes into play. On the opposite side of the coin, an Ulf pup who was lost to their tribe might become even more feral without any moderating influence and be driven entirely by their baser motives to be little more than a highly cunning beast. However, the majority falls somewhere in between, depending on whether their tribe is more connected to the land or their ‘totem’ animal. In the former case, they would behave in a primitive shamanistic manner with more of a spiritual reign on their instincts. In the latter situation, an Ulf will have a more savage disposition and display a pack hunter mentality. Unfortunately for most Ulf in more civilized lands, the latter group is the most well known by the layman despite being the least common (excluding ‘feral’ Ulf).

Race specific behaviors that have been noted across the entire Ulf spectrum have been recorded below:

Ear and Tail Movement/Positions: Like most canines, an Ulf’s tail and ears combined with other factors can tell an observer about the Ulf’s mental state. It is the Ulf equivalent of ‘wearing one’s heart on their sleeve’. Even an Ulf with an iron will has difficulty controlling the cues given by these appendages.

Growling: While barks and yelps are used in any language devised by Ulfs, growls are the only noise noted as common between both tribal and civilized breeds. Used to denote agitation, it is difficult for an Ulf to stop a growl on their own without first calming down.

Pack Mentality: This feature is shared to varying degrees among the diverse Ulf breeds, buts it is present in every Ulf whether consciously or subconsciously. True lone wolves are a rarity as even tribal outcasts will usually try to find a new group to join even if the ‘group’ consists of a single other individual of a completely different race. With that said, Ulf won’t limit their loyalty to other Ulf. It might be a group, or an individual of any race or creed, following Ideals are rare but not unheard of. This trait can make members of the race valuable bodyguards or watchmen, but they might just as well end up as enforcers in less savory organizations.

History

Little is known for certain about the origins of the Ulf. The race’s own oral history claims that ferals were elevated from beasts by Antasia to care for the Immortal’s realm (a belief that is a point of contention in most scholastic circles). The Ulf race has very little in the way of written history with most tribal lore being falling into the oral tradition. However, while there isn’t much in the way of purely Ulfish history the race does make appearances in the footnotes of other histories, such as the Wolf Guard of King Romulus, the Ulfsark Raiders of Upper Metsar, The Tomb Priests of Kalf-Gi, and the Hundred Stone Sentinels

Bloodlines

Ulf are a remarkably diverse race; one might say they even rival commoners in sheer variety of color, pattern, and build. The list is more varied than listed here, but the most common breeds are documented here:

Fenri: The most common breed of Ulf would be ‘Fenri’. They tend to be more widespread than even their closest other breed. Though even  Fenri can be divided into more specific wolf breeds, these Ulf tend to be from the same areas as their beastial cousins. As such, you are more likely to encounter ‘grey wolf Ulfs’ in the plains of Varalorn, while larger ‘timber wolf Ulfs’ make their homes in Rastemier and other heavily forested areas. Most of the tribal Ulf culture mentioned are Fenri.

Motti: The second most common and most likely encountered by your average commoner would be the ‘Motti.’ While the wolf breeds are more numerous, the dog breeds are more varied; it’s unknown why, but Motti that have long family ties to a specific profession tend to change to suit that profession. For example, Motti that tend toward shepherding for several generations might look more like collies while those that are more militant might look more like a bulldog. And it’s not just professions, but location also alters appearance as well.  It might take generations to come into effect but it almost always happens. Motti tend to be found across all civilized lands fully immersed into the culture that they are born into, though it’s quite common for them to feel the need to wander, especially if they travel with people they’ve known and befriended.

Far less common than the previous two are the remaining breeds, though in no particular order:

-Coyoti; tend to be more common in rocky, arid areas, and they tend to share territories with some Fenri. Besides physiology differences, they also tend to be more skittish and more inclined to run than fight. This explains why the one area that this breed of Ulf outnumbers their kin in is Angor where the usually more numerous and confrontational Fenri have been all but wiped out by the Angori.

-Anubi; A rare breed, these Ulf are almost exclusive to Sirison. They tend to travel in small family groups. They have a bit of a tarnished reputation thanks to connections to Kalf-Gi where they were commonly found as priests of Etejeril. Their own legends tell of how their black fur was granted to them by the great shade as a reward for their service. Anubi have an odd connection with the prime; they are quite often found as healers, but due to their history of service to the Great Shade, resurrection is their greatest taboo.

Organization

Ulf tend to remain rather loosely organized as a race though as previously mentioned they will join other organizations for which they feel an affinity. As far as Ulf-only institutions are concerned, the closest are the wild tribes such as those found in the Fetysten Plains in Varalon and Mjorlin territory in Upper Metsar. However, there are rumors of large numbers of Ulf included in mixed-feral packs in the Wilds of Rastemier, so it is very possible that yet unknown tribes make their home in these untamed lands.

An Ulf tribe usually consists of a small number of extended families though there have been growing numbers of so-called, ‘composite tribes’ which are made up of multiple tribes in a region with the same totem animal. These composite tribes will usually wander on their own during the year but twice a year on the solstices gather for intertribal fellowship. There are rumors of even larger groups of tribes in the wilds of Rastemier, but without forming an expedition these ‘tribal nations’ remain a myth. It’s interesting to note that tribes also take in any race that feels a spiritual attachment to their totem spirit. So it’s not uncommon to see different breeds under a more common totem and on rare occasion even other races are seen in an Ulf tribe.

 

The tribes are usually lead by the elders with a couple of notable exceptions

-Chief: Usually an Elder in the tribe. Past his or her prime they none the less hold great respect in the tribe. This individual will usually dictate where the tribe moves over the time due to the needs of the tribe.

-Medicine Ulf: Despite the name, most Ulf elders in this position are able to tap into the prime for healing magic. They tend to have surprisingly potent healing abilities, though this is not always the case.

-Shaman: Unlike medicine Ulf, who may or may not have access to magic. To hold their position, Shamans always do. They advise the other elders, commune with the spirits for guidance and proceed over most ceremonies. One interesting point about shamans, is that all Ulf revere them as disciples of Antasia and will not harm a shaman even while their tribes are at war, meaning the shamans usually handle intertribal diplomacy. Killing a shaman is the ultimate taboo of the tribal Ulf breeds.

-Warleader: Warleader is an oddity among tribal leadership. Unlike the others it is not a semi-permanent position, it is only called up in times of need and sometimes the position can sit vacant for decades. Another oddity is that the position is not usually held by an elder but rather by a younger brave with some experience leading hunting parties.  They usually lead other braves in attacks against rival tribes or outsiders when diplomacy by the opposed sides shamans break down.

Culture

Ulf tend to embrace loyalty no matter what their cultural norms. Their upbringing makes befriending an Ulf a matter of time unless a person acts against the Ulf or someone they have already befriended. Beyond the making of friendships and choices of companions, most Ulf tend to be more invested in their local culture than creating their own.

Tribal Ulf on the other hand have their own unique culture. They fall into hunter-gatherer societies with a reverence for the land, spirits, and their ancestors. Many times they’ll also interact with other tribes of different Ulf breeds and different ferals. Unless they are of the same totem breed, interaction tends to devolve into light raiding and the occasional ritual combat (though savage due to the the fighters' beastial natures, it is rather sparse on actual deaths). Even so, most tribes tend to stay to their own territories, the boundaries of which are denoted by both visual markers and scent markers. While the race doesn’t have the social dichotomy that commoners tend to adopt when it comes to gender, they do take to different roles in the tribe: the males tend to hunt and the females usually tend to the few crops the Ulf grow though neither are refuted for doing the other task.

 

While the tribals tend to have specific festivals for the seasons, specifically on the summer and winter solstice, harvest time and early spring. These times are even more important to the larger composite tribes which usually gather the whole of the tribes in a large festival, often during events marriages are arranged and held and are cause for celebration for the whole tribe

 

One notable oddity of the Ulf is that tribes even on different shards tend to have a common language, though the combination of barks, yips, gestures, the occasional word and scents(so one of my Ulf assistants tells me), makes no sense to outsiders. Even Ulf that have not grown up in tribes can usually understand the basis of what is being said, despite having never heard the language in their lives

Relations

Tribals tend to be leery about outsiders until they prove themselves but generally keep to themselves and avoid attack unless someone tries to settle in their territory. The civilized ‘Motti’ breeds tend to be more outgoing and friendly to strangers.

On the other hand, most commoners tend to look at the tribal Ulf with a bit of fear, partially due to their savage appearance and misinformation which cause many laymen seeing a Fenri for the first time to assume they are seeing a ‘werewolf’. Motti on the other hand are seen as loyal companions.

Ixifar and Anubi: While the two aren’t exactly enemies, a meeting between these two races is said to be ‘Colder than a Desert Night’. While the Ixifar value all forms of life, the Anubi’s worship of Etejeril makes them an anathema to the children of the phoenix. Though there are desert tales of Ixifar being surprised by a Jackal’s willingness to heal and subsequent outrage as they would fight  to the death to keep the same person from being risen from the dead when their time was up.

Angori and Coyoti: Coyoti are skittish best of times, but Angor Coyoti are even worse, fleeing from even the scent of an Angori. However, while they are cowardly, tracking one is a great test of skill which only helps that when cornered, a fear crazed Ulf will fight with all the savagery they can muster. This can sometimes prove a challenge for an Angori, and going ‘Fang to Horn’ with an Ulf (who rarely have more than stone knifes), which is an expression for fighting unarmed versus a similarly armed Ulf, usually results in a good fight if the can be forced to fight rather than flee.

Immortals

Antasia - Most tribal Ulf see her as their patron Immortal as they believe she raised them from beasthood to protect her works. Even though she has faded, the more primitive Ulf still revere her for these reasons.

Arimir – Though a few savage Ulf might venerate him, the Coyoti of Angor despise him because he represents all they fear and hate about his people

Dhuroscht – Anubi respect him as one of the 7 Shades but they see him more as the most feared of Etejeril’s followers rather than someone to worship in his own right.

Drathenix – Curiously, civilized Ulf tend to have respect for the twin dragon, usually because of their own constant struggle with instincts has given them a feeling of (very loose) kinship. Though few actively venerate him.

Etejeril – Anubi venerate Eterjeril as their patron and honor the seven deaths. They tend to follow the same views as shades, though they are both willing, able, and skilled at healing, they believe that once a person dies they should not be resurrected

Adventurers

Ulfs tend to favor martial classes, but the fighting style they prefer is usually more represented by breed. Of course, like commoners, there’s always exceptions to this very general rule.

-Fenri tend to favor more front line fighters such as Berserkers and lightly armored Raiders, but they come from a largely hunter society so their scouts are also well respected. Shamans are fairly common as well, but adventuring shamans are usually civilized Ulf only a generation or two away from their wolf roots.

-Motti with their closer connections to the other races of Orn, they can really be seen as any path or class, largely based on who they grew up with. However, since they are usually calmer than their wild kin, they are more likely to fight in a line of battle as Shock Troops, though scouts are also very common as their natural tracking skills make them excellent forward observers.

-Coyoti usually prefer stealth to open warfare and as such are more often assassins or scouts, though the occasional melee focused ulf crop up, and the more magically minded seem to have a natural talent with shapeshifting and tend to lean towards Druidism.

-Anubi favor the divine arts but fall equally between those that heal and those that smite their foes, but really any lightly clad fighter would fit an Anubi. With a few exception, most Anubi tend to shun heavier armor due to the desert’s heat.

Parlance

Pups – a term for Ulf children.

Leashed – A derogatory for an Ulf. Or one without their own will. Also a Ulf servant or slave.

Whipped – A coward

Limp-Ear - A slur used by Tribal Ulf about their Motti cousins.

Runt - An insult for a smaller than average Ulf

Pureblood - A Motti family that has kept the same profession or served the same institution for 5 or more generations.

Cur - A Motti that breaks tradition

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Abilities