(((((Note)))) Not all furr and eye color specs are represented here. these are just examples of the different kind of Uldrin one would encounter while visiting their homeland of Uldra.
(this took quite a bit of work to set up.)
Heres more furr samples https://www.furaffinity.net/view/38002606/
(Authors note. All the information provided here is free for anyone to use in their own settings as unofficial fan content in accordance with Wizards of the Coast IP. At least I hope that's how It should be worded) owo. So yeah for any dungeons and dragons players out there if you want to use the following ruleset or lore to make your own Uldrin character then BY ALL MEANS PLEASE DO you have my permission. And Share! I'd love to hear what you all do with this and spread the information herein if you want. ^w^.
The Uldrin People: By Andy T.H.
Description: The Uldrin are a race of anthropomorphic Bears hailing from their home land "Uldra" in the far north of the world "Last Haven".
Physical description: usually broad, bulky and robust with short tails and stocky limbs with thick bones. (other builds and body types are possible but rare). Uldra tend to have big broad features with small rounded ears and thick short fur. They also possess an incredible Bite. Fur color can range from greys, whites, silver, brown, green, tan, blond, bronze, golden, copper, red, black and blues.
Eye colors: red, brown, black, golden yellow, steele grey, silver, arctic blue.
Size: Medium, on average 6-8ft. 250-350 lbs.
LifeSpan: Uldrin reach adulthood at around age 18 and can live up to 150 years.
Diet: Omnivores.
Speed: 30ft.
Alignment: Most Uldrin are Neutral believing everyone has the right to be themselves and their own person, respecting one another is important but also believing in Good, relaying on their faith in the ancestors for spiritual guidance and good will towards others. The Uldrin can be a little Chaotic at times however, having strong desires and passions filling their hearts with warm ambition while not really trying to hurt anyone else in the process. They feel very strongly about friends and family, seeking happiness in whatever endeavors they pursue, but not expecting anyone to tell them exactly how they should do that or being told what to do.
Languages: Aldrin: The Uldrin have their own Runic language based on 26 characters that make up their alphabet, this alphabet is tied directly into their race’s background, culture and religion (See Age of Legends below) the best examples of Aldrin can best be described as similar to dwarvish and thus Uldrin can also speak dwarvish and share many similarities with the dwarven language. Due to many trade routes and shipping lanes between the east and western side of the contentaint Common has also been introduced into their language.
Race features:
Ability Score Increase: Uldrin get a +2 to Constitution and a +1 to one additional Stat of their choice.
Natural Insulation: due to the cold climates found in their Home Land the Uldrin people have adapted to conditions suited for extreme cold and thus have a natural occurring insulation (resistance to Cold) in the form of layers of body fat and thick fur that keep them warm during the harsh winters and colder climates.
Natural weapons: Bite. Uldrin have powerful jaws that allow them to tear flesh and break bones. They do 1d6 + their Strength modifier of piercing damage when they hit using it as an unarmed strike.
Powerful Build: Uldrin count as one size larger when determining carrying capacity and the weight they can push, drag or lift.
Subraces: There are 4 types of Uldrin Subraces based mostly on the type of Culture found in which direction they hail from. These changes are usually subtle, but some are very drastic.
The Mighty “Stone Claws.”
Direction: North.
Main occupation: Paladines, Templars, Crusaders, Clerics, Priests, Warriors and RuneSmiths.
Common fur and build types: White, Grey, Iron grey, Steele Grey, Silver or Platinum fur. Broad Muscular builds with strong features and tough hides, usually with larger shoulders.
Personality: These Uldrin tend to have a strong sense of duty to those they are loyal to and their sense of honor can sometimes be a little overbearing at times. However as the strongest warriors in the land, these qualities can make for excellent combat companions who are always faithful to friends, family and the Ancestral Pantheon. Stoneclaw Uldrin are often seen wandering the furthest reaches of their land guarding its borders and are often the most widely encountered by other races. A StoneClaw’s sense of Honor comes from their strong belief in the old ancestors and their devotion to what they stand for. This can often lead a Stoneclaw to never back down from a fight when provoked and will always rush in to lend aid to those in need.
Cuisine: StoneClaws enjoy rich savory foods that keep during Long winters. This usually includes cured meats, root vegetables, beans and rice. Most Stoneclaw meals are made into stews that can be kept frozen and stored for later use. Their Main beverage choices are usually Hot Ales (made with the same cream, sometimes described as sweet and buttery) and lastly they are most famous for their Robust scotches. Other drink choices include root juices made from beets, sweet potatoes and ginger root Tea.
The Gentle “Honey Paw.”
Direction: South.
Main occupation: Agriculture, Shamans, Rangers, Beastmasters, and Druids.
Common fur and build types: Brown, Dark brown, Honey Brown, Forest Green, Light Green, or Dark Green fur. Soft, round features with stockier bodies suited for hard labor.
Personality: These Uldrin tend to be far more reserved with simple and down to earth desires that don't go too far beyond their own borders. They can be a little shy around strangers, but once you get past their barriers they are the most warm, open and friendly around those they consider close. HoneyPaw are also the most attuned with nature and share a reverence for all things natural with their close cousins the Seafangs. Honeypaw make for excellent Druids and Rangers.
Cuisine: HoneyPaw are well known for their baking, including meat and fish wrapped in some kind of pastry. They enjoy their meals with alot of pasta and bread. They are well known for their tarts with various fillings. Beverage choices include Mead, Hot or Cold Ciders, and Various Types of earthy teas.
The Industrious “Bronze Hide.”
Direction: West.
Main occupation: Archeology, Explorers, Scholars, Scientists, Engineers, Machinists, Artificers, Business and Industry.
Common fur and build types: Bronze, Sandy Blond, Sunny Gold, Copper, or Auburn/Red fur. Short rounded features with deceptively lean builds more suited for life in a large industrious city,
Personality: These Uldrin possess a high aptitude for rational thought who enjoy pursuing science and technology the same way a wizard would pursue magic and make it as invertrable to their lives as breathing. Bronzehide also enjoy good business and adhere to a Code Of Ethics similar to that of a Stoneclaws sense of honor. This Code of Ethics helps prevent any one member of their society from abusing their powers, taking advantage of others, breaking a deal or being dishonest. Bronzehide holds this Code in high regard and has even made it into a form of Pseudo-Religion/Philosophy.
Cuisine: BronzeHides are Big into Sweets, most of their dishes are made to be sweet including many of their meat dishes. However they do enjoy alternative flavors and love to explore and experiment with additional ingredients usually coming up with new recipes that often include the most obscure, unique or exotic flavors while also coming up with some of the wackiest dishes the world has ever seen. Their beverages usually compliment their dishes but are wide ranging to include such flavor profiles such as Liquors with fruity, nutty, or flowery undertones. They are well known for making strong Bourbons and have an Insatiable Love for Chocolates and Coffee (usually in the same cup).
The Mystical “Sea Fangs.”
Direction: East.
Main occupation: Merchants, Mystics, Bards, Rogues, and Sailors.
Common fur and build types: Blue, Light Blue, Dark Blue, Navy Blue or Midnight Black Fur. Long Sharp Angular features with very lean builds well suited for the wild, fast and savage life over the open ocean.
Personality: These Uldrin tend to be the most adventurous thrill seekers with a penchant for exploration and possess a curiosity streak that gets them into more trouble than most. They are the most passionate about self expression in music and art, philosophy and spiritualism. Seafangs are as attuned to the ocean as Honeypaw are to their beasts, and forests. Seafang are spiritualists, sometimes putting their own Spiritual needs before others but not often. Seafangs can also be notorious tricksters and pranksters and enjoy getting others in trouble for their own amusement (even if well meaning). Seafang follow their hearts' passions and will often speak or do something brash before even considering the consequences.
Cuisine: SeaFangs Love Spicy Food, the hotter the better, it is their belief that spice cleanse the spirit and keeps the mind and body pure. Most Seafang dishes often come from what they can catch in the ocean and they enjoy mixing things up with rice or noodles and a variety of vegetables. Beverage choices are distilled spirits with strong flavors such as Taffy, Liquorice and Mints.
(The following information Counts as Uldrin lore. This is the Best example of what the Uldrin people are like and in all their ways. This also makes up part of their religion.)
The Runic Times: (Aka Age of Legends).
This was an age when myths and legends were being born. 26 Uldra with extraordinary powers emerged during this age. they were gifted with powers and abilities no ordinary Uldrin had ever experienced. Their Names and stories were etched into the very stones of the earth which had become their resting places. Their names had been turned into runes that act as conduits for their spirits which allows Rune Priests (Aka Clerics) to pray to and commune with these Spirits. The art and practice of how to turn a particularly powerful individual into a Rune has been the RuneKeepers best kept secret.
The 5 Houses.
long after the age of legends, when all the ancestors had passed away and were turned into the runes. 5 houses emerged that followed their teachings. Lead by 5 individuals who were so inspired by their stories that they had molded their lives around the worship of these 26 ancestors. They are as follows.
1. House of UthVar The Wise. Othenheim, Uldra, Idoll, Hallgrim, Gwyndol.
2. House of Yagnin The Brave. Silvien, Draumir, Velkir, Xijira ,Raigar.
3. House of Orin The Gifted. Yigsin, Njrosis, Edris, Qurion, Wishmir.
4. House of Trigar The Skilled. Loric, Mistra, Byruun, Tjodrigg, Jarsil.
5. House of Arasil The Swift. Anjeal, Fenja, Cordillia, Krishlinn, Pjormir.
*Zelkos being the only one under all houses, as per his wishes to maintain the balance.
These are the Great Houses of the Uldrin people. Their main purpose is keeping the peace, educating future generations of the Uldrin people, maintaining spiritual awareness of the ancestors, dealing with other races, and protecting the Uldra from outsiders or other dangers that threaten their homeland. Each house acts like a guild in many respects, joining one is as simple as walking through the door and swearing fealty.
Each House has a Chief who acts as its head official who is in charge of the whole house, their duties include but not limited to overseeing Classes, Rituals and Sermons. The Chief also selects other house members who are qualified to assist Him and Others in tasks presented to that house.
Each house has its own RuneStone Tablet that denotes what house their members are sworn to. Runestones are an important addition to the Uldra as it provides easy access to their ancestors and language. There are many variations on these. Some are round, some are rectangles or square, some have several runes while some have only 1. Materials for runestones can also vary from wood, bone, metal or stone. In the hands of a Rune Priest or Cleric these can be very powerful artifacts as their Holy Symbol.
(this took quite a bit of work to set up.)
Heres more furr samples https://www.furaffinity.net/view/38002606/
(Authors note. All the information provided here is free for anyone to use in their own settings as unofficial fan content in accordance with Wizards of the Coast IP. At least I hope that's how It should be worded) owo. So yeah for any dungeons and dragons players out there if you want to use the following ruleset or lore to make your own Uldrin character then BY ALL MEANS PLEASE DO you have my permission. And Share! I'd love to hear what you all do with this and spread the information herein if you want. ^w^.
The Uldrin People: By Andy T.H.
Description: The Uldrin are a race of anthropomorphic Bears hailing from their home land "Uldra" in the far north of the world "Last Haven".
Physical description: usually broad, bulky and robust with short tails and stocky limbs with thick bones. (other builds and body types are possible but rare). Uldra tend to have big broad features with small rounded ears and thick short fur. They also possess an incredible Bite. Fur color can range from greys, whites, silver, brown, green, tan, blond, bronze, golden, copper, red, black and blues.
Eye colors: red, brown, black, golden yellow, steele grey, silver, arctic blue.
Size: Medium, on average 6-8ft. 250-350 lbs.
LifeSpan: Uldrin reach adulthood at around age 18 and can live up to 150 years.
Diet: Omnivores.
Speed: 30ft.
Alignment: Most Uldrin are Neutral believing everyone has the right to be themselves and their own person, respecting one another is important but also believing in Good, relaying on their faith in the ancestors for spiritual guidance and good will towards others. The Uldrin can be a little Chaotic at times however, having strong desires and passions filling their hearts with warm ambition while not really trying to hurt anyone else in the process. They feel very strongly about friends and family, seeking happiness in whatever endeavors they pursue, but not expecting anyone to tell them exactly how they should do that or being told what to do.
Languages: Aldrin: The Uldrin have their own Runic language based on 26 characters that make up their alphabet, this alphabet is tied directly into their race’s background, culture and religion (See Age of Legends below) the best examples of Aldrin can best be described as similar to dwarvish and thus Uldrin can also speak dwarvish and share many similarities with the dwarven language. Due to many trade routes and shipping lanes between the east and western side of the contentaint Common has also been introduced into their language.
Race features:
Ability Score Increase: Uldrin get a +2 to Constitution and a +1 to one additional Stat of their choice.
Natural Insulation: due to the cold climates found in their Home Land the Uldrin people have adapted to conditions suited for extreme cold and thus have a natural occurring insulation (resistance to Cold) in the form of layers of body fat and thick fur that keep them warm during the harsh winters and colder climates.
Natural weapons: Bite. Uldrin have powerful jaws that allow them to tear flesh and break bones. They do 1d6 + their Strength modifier of piercing damage when they hit using it as an unarmed strike.
Powerful Build: Uldrin count as one size larger when determining carrying capacity and the weight they can push, drag or lift.
Subraces: There are 4 types of Uldrin Subraces based mostly on the type of Culture found in which direction they hail from. These changes are usually subtle, but some are very drastic.
The Mighty “Stone Claws.”
Direction: North.
Main occupation: Paladines, Templars, Crusaders, Clerics, Priests, Warriors and RuneSmiths.
Common fur and build types: White, Grey, Iron grey, Steele Grey, Silver or Platinum fur. Broad Muscular builds with strong features and tough hides, usually with larger shoulders.
Personality: These Uldrin tend to have a strong sense of duty to those they are loyal to and their sense of honor can sometimes be a little overbearing at times. However as the strongest warriors in the land, these qualities can make for excellent combat companions who are always faithful to friends, family and the Ancestral Pantheon. Stoneclaw Uldrin are often seen wandering the furthest reaches of their land guarding its borders and are often the most widely encountered by other races. A StoneClaw’s sense of Honor comes from their strong belief in the old ancestors and their devotion to what they stand for. This can often lead a Stoneclaw to never back down from a fight when provoked and will always rush in to lend aid to those in need.
Cuisine: StoneClaws enjoy rich savory foods that keep during Long winters. This usually includes cured meats, root vegetables, beans and rice. Most Stoneclaw meals are made into stews that can be kept frozen and stored for later use. Their Main beverage choices are usually Hot Ales (made with the same cream, sometimes described as sweet and buttery) and lastly they are most famous for their Robust scotches. Other drink choices include root juices made from beets, sweet potatoes and ginger root Tea.
The Gentle “Honey Paw.”
Direction: South.
Main occupation: Agriculture, Shamans, Rangers, Beastmasters, and Druids.
Common fur and build types: Brown, Dark brown, Honey Brown, Forest Green, Light Green, or Dark Green fur. Soft, round features with stockier bodies suited for hard labor.
Personality: These Uldrin tend to be far more reserved with simple and down to earth desires that don't go too far beyond their own borders. They can be a little shy around strangers, but once you get past their barriers they are the most warm, open and friendly around those they consider close. HoneyPaw are also the most attuned with nature and share a reverence for all things natural with their close cousins the Seafangs. Honeypaw make for excellent Druids and Rangers.
Cuisine: HoneyPaw are well known for their baking, including meat and fish wrapped in some kind of pastry. They enjoy their meals with alot of pasta and bread. They are well known for their tarts with various fillings. Beverage choices include Mead, Hot or Cold Ciders, and Various Types of earthy teas.
The Industrious “Bronze Hide.”
Direction: West.
Main occupation: Archeology, Explorers, Scholars, Scientists, Engineers, Machinists, Artificers, Business and Industry.
Common fur and build types: Bronze, Sandy Blond, Sunny Gold, Copper, or Auburn/Red fur. Short rounded features with deceptively lean builds more suited for life in a large industrious city,
Personality: These Uldrin possess a high aptitude for rational thought who enjoy pursuing science and technology the same way a wizard would pursue magic and make it as invertrable to their lives as breathing. Bronzehide also enjoy good business and adhere to a Code Of Ethics similar to that of a Stoneclaws sense of honor. This Code of Ethics helps prevent any one member of their society from abusing their powers, taking advantage of others, breaking a deal or being dishonest. Bronzehide holds this Code in high regard and has even made it into a form of Pseudo-Religion/Philosophy.
Cuisine: BronzeHides are Big into Sweets, most of their dishes are made to be sweet including many of their meat dishes. However they do enjoy alternative flavors and love to explore and experiment with additional ingredients usually coming up with new recipes that often include the most obscure, unique or exotic flavors while also coming up with some of the wackiest dishes the world has ever seen. Their beverages usually compliment their dishes but are wide ranging to include such flavor profiles such as Liquors with fruity, nutty, or flowery undertones. They are well known for making strong Bourbons and have an Insatiable Love for Chocolates and Coffee (usually in the same cup).
The Mystical “Sea Fangs.”
Direction: East.
Main occupation: Merchants, Mystics, Bards, Rogues, and Sailors.
Common fur and build types: Blue, Light Blue, Dark Blue, Navy Blue or Midnight Black Fur. Long Sharp Angular features with very lean builds well suited for the wild, fast and savage life over the open ocean.
Personality: These Uldrin tend to be the most adventurous thrill seekers with a penchant for exploration and possess a curiosity streak that gets them into more trouble than most. They are the most passionate about self expression in music and art, philosophy and spiritualism. Seafangs are as attuned to the ocean as Honeypaw are to their beasts, and forests. Seafang are spiritualists, sometimes putting their own Spiritual needs before others but not often. Seafangs can also be notorious tricksters and pranksters and enjoy getting others in trouble for their own amusement (even if well meaning). Seafang follow their hearts' passions and will often speak or do something brash before even considering the consequences.
Cuisine: SeaFangs Love Spicy Food, the hotter the better, it is their belief that spice cleanse the spirit and keeps the mind and body pure. Most Seafang dishes often come from what they can catch in the ocean and they enjoy mixing things up with rice or noodles and a variety of vegetables. Beverage choices are distilled spirits with strong flavors such as Taffy, Liquorice and Mints.
(The following information Counts as Uldrin lore. This is the Best example of what the Uldrin people are like and in all their ways. This also makes up part of their religion.)
The Runic Times: (Aka Age of Legends).
This was an age when myths and legends were being born. 26 Uldra with extraordinary powers emerged during this age. they were gifted with powers and abilities no ordinary Uldrin had ever experienced. Their Names and stories were etched into the very stones of the earth which had become their resting places. Their names had been turned into runes that act as conduits for their spirits which allows Rune Priests (Aka Clerics) to pray to and commune with these Spirits. The art and practice of how to turn a particularly powerful individual into a Rune has been the RuneKeepers best kept secret.
The 5 Houses.
long after the age of legends, when all the ancestors had passed away and were turned into the runes. 5 houses emerged that followed their teachings. Lead by 5 individuals who were so inspired by their stories that they had molded their lives around the worship of these 26 ancestors. They are as follows.
1. House of UthVar The Wise. Othenheim, Uldra, Idoll, Hallgrim, Gwyndol.
2. House of Yagnin The Brave. Silvien, Draumir, Velkir, Xijira ,Raigar.
3. House of Orin The Gifted. Yigsin, Njrosis, Edris, Qurion, Wishmir.
4. House of Trigar The Skilled. Loric, Mistra, Byruun, Tjodrigg, Jarsil.
5. House of Arasil The Swift. Anjeal, Fenja, Cordillia, Krishlinn, Pjormir.
*Zelkos being the only one under all houses, as per his wishes to maintain the balance.
These are the Great Houses of the Uldrin people. Their main purpose is keeping the peace, educating future generations of the Uldrin people, maintaining spiritual awareness of the ancestors, dealing with other races, and protecting the Uldra from outsiders or other dangers that threaten their homeland. Each house acts like a guild in many respects, joining one is as simple as walking through the door and swearing fealty.
Each House has a Chief who acts as its head official who is in charge of the whole house, their duties include but not limited to overseeing Classes, Rituals and Sermons. The Chief also selects other house members who are qualified to assist Him and Others in tasks presented to that house.
Each house has its own RuneStone Tablet that denotes what house their members are sworn to. Runestones are an important addition to the Uldra as it provides easy access to their ancestors and language. There are many variations on these. Some are round, some are rectangles or square, some have several runes while some have only 1. Materials for runestones can also vary from wood, bone, metal or stone. In the hands of a Rune Priest or Cleric these can be very powerful artifacts as their Holy Symbol.
Category Designs / Fantasy
Species Bear (Other)
Size 1280 x 642px
File Size 241.7 kB
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