
The Uldrin Race by Anathar WulfBjorn.
Uldrin leadership and ranks. From least to greatest
Stoneclaw: Paladins, Grand Paladin, Crusader, Champion, Grand Champions, Warden, Grand Warden, Templar, Knights Templar, Marshall, Grand Marshall, Justicar, Highlord, Lord Pagaron, Hierarch Of Justice.
Honeypaw: Aspirant, Shaman, Sage, Great Sage, Druids and then ArchDruid.
Bronze Hides: Barons, Counts, Earls, Marquess, Duke and ArchDuke.
Seafang: Mystics, Matrons/Patrons, Matriarch/Patriarch and Grand Mystic.
Uldrin martial arts.
Magna Kraw.
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, Uldrin stand between 6-8 ft tall, and weight 250-350 lbs.
LifeSpan: Uldrin reach adulthood at around age 20 and can live up to 165 years.
Diet: Omnivores.
Speed: 30ft.
Alignment: Most Uldrin are Good natured, believing everyone has the right to be themselves and their own person, respecting one another is important, relying on their faith in the ancestors for spiritual guidance and good will towards others. The Uldrin can be a little spirited 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. Tho they do tend to be a little reckless in the heat of the moment and cant help but express themselves, uldrin feeling boisterous will tend to shout and make noise and be little more than a nuisance if they feel the need to really let it all out. 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. Its easy to catch an Uldrin off guard with suggestions about personality, careers or lifestyles, expect an earful afterwards. The quickest way to end an argument with an Uldrin is to just drop the matter entirely, they forgive quickly, but they never forget. Uldrin can be very Protective of those they deem worthy and will defend a friend or family member no matter what the opposition may be.
Languages: Aldurin: 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 Aldurin can best be described as similar to 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.
Common features:
Ability Score Increase: choose One ability to increase by +1.
Powerful Build: Uldrin count as one size larger when determining carrying capacity and the weight they can push, drag or lift.
Natural Weapons, Claws 1D4+Str (Slashing), Bite 1D6+Str (Piercing).
Subrace Score Increase and Feature:
Stoneclaw: +2 Str. Winter Coat (Cold Resistance).
Honeypaw: +2 Con. Mark of the Wild (Speak with Plants and Animals, Advantage to Stealth while in Forests).
Bronze Hide: +2 Int. Astute Mind (1d4 to Concentration checks).
Seafang: +2 Wis. Gifts of the Sea (1 Cantrip from the Cleric spell list, dose not count toward spell slots).
Subraces/Clan: There are 4 types of Uldrin Subraces/Clans 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 Strummvar (Stone Claws).
Direction: North.
Main occupation: Templar, Crusaders, Clerics, Priests, Paladins, 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.
The Humble H'rungir (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 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.
The Industrious Braunheim (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.
The Mystical Sheivang (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.
(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 ,Ragnir.
3. House of Orin The Gifted. Yigsin, Njinmira, 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.
the Runes themselves:
each rune represents the ancestral spirit of the uldrin people. When Traced (in the air on a solid surface) By a RunePriest the rune appears, then when the name of the Ancestor is spoken the rune becomes charged with divine power, then a phrase is spoken to invoke a specific effect from the Ancestral spirits associated Domain. the practice of runecraft is a closely guarded secret and Only Rune Priests (or Runekeepers) are allowed access to this knowledge. however some certain classes and individuals who did not take the Runekeepers oath are privy to this knowledge, tho limited. these runes (the symbols) also make up the Uldrin alphabeta.
Symbol. The Rune itself, or its alphabetical equivalent.
Meaning. Used for when casting runes for divinations.
Name. The Name of the Ancestor associated with the rune.
Favored Weapon. the ancestors favored weapons.
Color. The Color of the Rune when invoked.
Stone. Stone in which the Ancestor is affiliated with, Used for some rituals and spellcasting.
Domain. The Power behind the rune and the Ancestors element.
House. The name of the House to which the Ancestor resides.
Clan. Witch Subrace/Clan the ancestor belonged to.
Family. Descendants and worshipers of the Ancestor.
Relic: An object owned and associated with the ancestor.
Lore. A Little Backstory about the Ancestor and How they Became so legendary.
Spells. Spells associated with the Ancestors chosen domain(s)/element.
Rune Effect. The effect a rune may have when inscribed on an item (usually a weapon or piece of armor).
Inscribing Runes. RuneSmiths can permanently inscribe the Full name of an Ancestor upon an item and Imbue the object with special properties. In addition to the effects listed below, Weapons and armor receive a +1 enhancement bonus for every two caster levels (max 10) to hit,damage or AC.
Symbol. A.
Meaning. Journey, Message, Sky, Wind, Communication.
Name. Anjeal. (male)
Favored Weapon. Chakrum.
Color. GreyGreen.
Stone. Turquoise.
Domain. Air and Travel.
House. Arasil.
Clan. Seafang.
Family. SkyDancers. (aka Airship Captains and Pilots)
Relic. Sunnvring (Dancing Chakrams of Silverligth), Ahn’Vanhgir (Cape of Angelic Flight).
Lore. he was the first Uldrin born with the ability to fly, with great powerful wings that could cause gales of wind to spread across the land.He was Personally responsible for going beyond the realm and mapping many of the outer regions, a feat that inspired many other explorers to go beyond the realm, following all of his tales of wonder and discovery .He was Lovers with Loric before they met Mistra and helped her to tame the wild beasts of the great plains.
Spells.
L1. Obscuring Mist, Know Direction.
L2. WindWall, Locate Object.
L3. Gaseous form, Fly.
L4. WindWalk, Longstrider Greater.
L5. Fog Cloud. Teleport.
L6. Control Winds. Find the Path.
L7. Gale Force. Greater Teleport.
L8. Whirlwind. Mass Fly.
L9. Hurricane. Astral Projection.
Rune Effect. weapon. Flying/Seeking.
armor. Freedom of Movement.
Symbol. B.
Meaning. Perseverance, Hard Work, determination, Endurance, Earth.
Name. Byruun. (male)
Favored Weapon. Heavy Pick.
Color. Grey.
Stone. Granite.
Domain. Earth.
House. Trigar.
Clan. Honeypaw.
Family. Builders and Masons.
Relic. Sundavin (Warpick of Sundering), Thundarin (Pickaxe of Thundering).
Lore. Many of the realms' great structures were almost all designed by Byruun, who was a master stone carving himself. He built many of the city's, towns and temples that now stand as the focal point for which the 5 houses were built. To this end Byruun was known all across the land as "The Master Mason ''. He was mates with Wishmir and together built the great Tombs which now house all 26 ancestral spirits and their runes.
Spells.
L1. Soften Earth and Stone.
L2. Orb of Stone.
L3. Stone Shape.
L4. Stone Shelter.
L5. Wall of Stone.
L6. Stone Body.
L7. StoneHold.
L8. StoneQuake.
L9. Golems Paw.
Rune Effect. weapon. Crushing Blow.
armor. +2 vs Petrification.
Symbol. C.
Meaning. Needs, Strife, Defiance, Haste, Movement, Progress, Duality.
Name. Cordillia (female)
Favored Weapon. LongBow.
Color. Greenish Red.
Stone. Star Ruby.
Domain. Celerity.
House. Arasil.
Clan. Honeypaw.
Family. ArcaneArchers.
Relic. Nathillia (Black Bow of Whispers).
Lore. Cordilla's renown began the moment she picked up a bow and started to learn from her parents. early in life she showed great finesse in launching arrow after enchanted arrow into the hordes of undead that were beginning to ravage the land.
Spells.
L1. Expeditious retreat.
L2. Augment Reflex.
L3. Mass haste.
L4. Blink.
L5. Strider.
L6. Snake swiftness mass.
L7. Cat's grace mass.
L8. Blink greater.
L9. OverDrive.
Rune Effect. weapon. Speeding.
armor. +2 to reflex.
Symbol. D.
Meaning. Person, The Self, Common traits, Common Sense, morales, community.
Name. Draumir. (male)
Favored Weapon. Sword and Shield.
Color. Blue.
Stone. Sapphire.
Domain. Good and Protection.
House. Yagnin.
Clan. Stoneclaw.
Family. Templars.
Relic. Solvard (Platinum Shield of Ultimate defense).
Lore. A simple Sentry tasked with guarding a bridge. Draumir Showed great Prowess when the plague struck. When on the battlefield his commander fell to undead hands. He Rose up to inspire his comrades to form the first Shield Wall. After which he formed the first order of the templar and developed many of their defensive and counter defensive tactics. He was mated to Silvien and together had two children, the twins Anjeal and Xijira.
Spells.
L1. Protection from Evil, Sanctuary lesser.
L2. Aid, Shield Other.
L3. Resist poison, Circle vs evil.
L4. Resist energy, Holy smite.
L5. Anti Magic shield, Dispel evil.
L6. Repulsion, Shield barrier.
L7. Attune form, Holy word.
L8. Prismatic wall, Holy aura.
L9. Prismatic Sphere, Heavenly Host.
Rune Effect. weapon. 1d6 vs Evil/Defending.
armor. +3 to Ac.
Symbol. E.
Meaning. Wheel, Invention, Imagination, Creativity.
Name. Edris. (male)
Favored Weapon. Halberd.
Color. Indigo.
Stone. Hematite.
Domain. Electricity and constructs.
House. Orin
Clan. Bronzehide.
Family. Artificers.
Relic. Thunvir (Staff of Storms), Lokken’Gir Vok’thun (OmniGear Toolbox).
Lore. Some say he was mad, others say he was a genius, but all agree that his experiments brought a new age of enlightenment and new technologies to the uldrin people. Unfortunately it was his own experiments which were his downfall.
Spells.
L1. Shocking Grasp.
L2. Orb of Electricity.
L3. Call lightning.
L4. Chain lightning.
L5. Lightning Nova.
L6. Mechatrix magnificent Sphear.
L7. Thunder train.
L8. Wall of gears.
L9. Summon StormForged Titan.
Rune Effect. weapon. 1d6 shocking Burst,+2 hit Vs Constructs.
armor. +2 AC vs Electricity/Constructs.
Symbol. F.
Meaning. Fate, Change, Acceptance, Freedom, Water, Destiny.
Name. Fenja (female)
Favored Weapon. Harpoons, Hooks and Anchors.
Color. Ocean Blue.
Domain. Sea.
Stone. Pearl.
House. Arasil.
Clan. Seafang.
Family. Sailors.
Relic. Huruun (Whale Bone Harpoon of Snaring), Guttringr (Large Fishhook of Gutting), Hastarvar (Anchor of Smashing).
Lore. The Third Child, Born unto Uldra and Othenheim. She was as wild and free as her brothers Ragnir and Yigsin. She yearned to sail the seas with her lover Krishlinn. Together they conquered many of the coastal isles and discovered other lands across the seas.
Spells.
L1. WaterWalk.
L2. Control Water.
L3. Water breathing.
L4. Wall of water.
L5. Drowning bubble.
L6. Waterform.
L7. Waterspout.
L8. Maelstrom.
L9. Tsunami.
Rune Effect. weapon. 1d6 Acid.
armor. Resist Acid +2
Symbol. G.
Meaning. Renewal, New Beginnings, Purity, White, Prosperity
Name. Gwyndol (female)
Favored Weapon. Whip.
Color. White.
Stone. Diamond.
Domain. Purification.
House. UthVar.
Clan. Honeypaw.
Family. Saints.
Relic. Hrundin (Golden Circlet of Purification), Hathrun (Ring of Renewal), Gyundin (Staff of Undead Bane).
Lore. The Forth Child, Born unto Othenheim and Uldra. While her mother was more focused on healing and curing disease. Gwyndol was more focused on purifying the land of what remained of the Plague. Along with her aunt Silvein, her father Othenheim and her Mother Uldra, Gwyndol was able to root out the corruption with just her presence alone. however it was her bright Aura that she used to not only destroy evil but also keep others safe from it.
Spells.
L1. Nimbus of Light.
L2. Deific vengeance.
L3. Recitation.
L4. Castigate.
L5. Dance of the unicorn.
L6. Fires of purity.
L7. Righteous wrath of the faithful.
L8. Aura of Purity.
L9. Ancestral Visage.
Rune Effect. weapon. +2 to hit Vs Undead.
armor. +2 to Fort vs Disease.
Symbol. H.
Meaning. Harvest, Life's Divine connection, Inspiration, Nature, Sacred Wisdom, Ancient Knowledge.
Name. HalGrim. (male)
Favored Weapon. Sickle and Club.
Color. HoneyBrown.
Stone. Tigers eye.
Domain. Plants and Animals.
House. UthVar.
Clan. Honeypaw.
Family. Druids.
Relic. Stravin (Dreamcatcher of the moons), Braugg (Oaken Staff of the woodlands), Hruangingar (Oaken Mask of the Polymorph).
Lore. He was once known as Ark Wolfsteele, a Human turned into a wolf by His former lover Yanagi, then he met Uthvar (Uldra's Draconic brother also in Uldrin disguise) and Fell in love with him. He would later become an Uldrin and be viewed as Uldra Older sister by the uldrin people.
Spells.
L1. Entangle, Calm Animals.
L2. Barkskin, Hold Animal.
L3. Dominate animals, Plant growth.
L4. Summon nature's ally 6, Command plants.
L5. Commune with nature, Wall of thorns.
L6. Dire Seed, ElderBerry.
L7. Master earth, Vengeful thorns.
L8. Awaken, Voice of nature.
L9. Nature's avatar, Dire Shape.
Rune Effect. weapon. +1d6 Vs Plants/Animals.
armor. +2 AC vs Plants/Animals.
Symbol. I.
Meaning. Awakening, Spiritual Balance, Success,
Name. Idoll (female)
Favored Weapon. Unarmed Strike.
Color. Cyan.
Stone. Gem Silica.
Domain. Force.
House. UthVar.
Clan. StoneClaw.
Family. Monks.
Relic. Eniri (Golden Bands of Everbright), Kal’Stradam (Robes of the celestial masters).
Lore. Born into a family with 12 older brothers (all soldiers). Idoll learned very quickly how to defend herself unarmed, since she was not allowed to wield any weapon of any kind. She developed the uldrin martial arts of Magna Kraw (a mixed form of wrestling and boxing). With her own Hardened Body Idoll would later become one of the best brawlers around. being able to take down most older and more experienced fighters, including her own brothers. That is until she met Hallgrim, who overpowered her with his shapeshifting abilities and won. they would eventually fall in love and have one child, Wishmir.
Spells.
L1. Hand of Force.
L2. Orb of force.
L3. Resilient sphere.
L4. Wall of Force.
L5. ForceWave.
L6. Forcecage.
L7. Telekenetic sphear.
L8. Force Armor.
L9. Awaken Ki.
Rune Effect. weapon. 1d6 Force.
armor. +2 Ac vs Force.
Symbol. J.
Meaning. Charity, Respect, Transformation,
Name. Jarsil (female)
Favored Weapon. Sling and chemical bullets.
Color. Maroon.
Stone. Bismuth.
Domain. Transmutation and Creation.
House. Trigar.
Clan. Bronzehide.
Family. Alchemists.
Relic. Jarsil’s O’han Stones (Various wondrous stones with magical properties. Ranging from Load Stones, Ioun Stones and so on).
Lore. Like her father Qurion. Jarsil was a very knowledgeable and intellectual individual, who through many years of study and experimentation eventually formed her own craft that nearly rivaled her father's own power. She was the first to pioneer the use of reagents in potions and alchemy.
Spells.
L1. Endure elements, Grease.
L2. Minor creation, Orb of Acid.
L3. Create food and water, Amorphous form.
L4. Minor Creation, Darkvision mass.
L5. Major creation, Transmute metal to wood/wood to metal.
L6. Ruby ray of reversal, Liquify.
L7. Permanent image, Shard Storm.
L8. True creation, Excavate.
L9. PolyMorph any Object, Replicate casting.
Rune Effect. weapon. 1d4 Minor Transmute.
armor. +2 AC vs Poison.
Symbol. K.
Meaning. Adventure, Thrill, Change, Excitement, Hide, Make Secret.
Name. Krishlinn (female)
Favored Weapon. Short Sword and crossbow.
Color. Dark Grey.
Stone. Gray Agate.
Domain. Trickery and Illusion.
House. Arasil.
Clan. Seafang.
Family. Rouges.
Relic. Mindiri (Mind Shroud, Hood), Scavard (Black blade of Wounding).
Lore. A Gifted thief, Krishlinn sought many treasures that were rare and unique. gold was never a concern. for she had a fortune before she was 11, stealing most of it from her Father Tjordrigg. However, Theft was not her game. Instead Krishlinn desired adventure and the thrill of danger. an attribute she found most desirable in her lover Fenja.
Spells.
L1. Disguise Self, Silent image.
L2. Invisibility, Minor image.
L3. Disguise Object, Illusionary Net.
L4. Nondetection, Displacement.
L5. False vision, Persistent image.
L6. Mislead greater, Phantasmal killer.
L7. Screen, Project image.
L8. Polymorph Self, True Invisibility Mass.
L9. Pavilion of grandeur, Weird image.
Rune Effect. weapon. 10% bypass AC.
armor. +2 Will vs Buff/Illusion.
Symbol. L.
Meaning. Male Virtues, Reserved, Creation, Partnerships, Projects.
Name. Loric (male)
Favored Weapon. WarHammer.
Color. Bronze.
Stone. Iron.
Domain. Craft and Metal.
House. Trigar.
Clan. BronzeHide.
Family. BlackSmiths.
Relic. Brunheimir (Hammer of the Stars), Agais (Anvil of the Ages), Tungin (Tongs of Giant’s Grasp).
Lore. Loric Brought the Knowledge of Blacksmithing back from other lands. after he had Tamed the Wild Fires deep in the mountain forge left behind by the great Forgemasters of the past. He was Mated to Both Mistra and Anjeal.
Spells.
L1. Animate Rope, Magic Weapon.
L2. Mending, Heat Metal.
L3. Temper, Keen edge.
L4. Animate Object, Rusting grasp.
L5. Phantom Forge, Wall of iron.
L6. Sundering Strike, Blade barrier.
L7. Soul Forge, Rust Ray.
L8. True mending, Iron body.
L9. Star Forge. Shape metal/wood Greater.
Rune Effect. weapon. + 2 Hit.
armor. +2 Fort Vs Crit.
Symbol. M.
Meaning. Legacy, Trust, Heritage, Family Values.
Name. Mistra. (female)
Favored Weapon. Hidden Blade, throwing daggers.
Color. Yellow.
Stone. Rose Quartz.
Domain. Sound and music.
House. Trigar.
Clan. Honeypaw.
Family. Bards.
Relic. Fringungir (12 String Lute of the seasons.) Straumstein (Elder Drums of Calm).
Lore. Mistra was the daughter of Tjordrigg, for whom she had great respect for,but was forbidden to marry anyone he did not Deem Worthy. However she sought her own prestige by taming the untamable Beasts of the great plains. using three enchanted Drums crafted by the master smith Loric. She was able to tame the Giant Bullets and earn the right to marry whomever she wanted. She then went on to marry both Anjeal and Loric as her mates. From their Union came Pjormir.
Spells.
L1. Distract, Sleep.
L2. Orb of Sound, Battle Hymn.
L3. Harmonic body, Joyful Noise.
L4. Cacophonic burst, Voice of the dragon .
L5. Sonic blast, Song of silence.
L6. Dream, Suggestion greater.
L7. Irresistible dance, Scrying greater.
L8. Hymn of praise, Vibration.
L9. Mass Sleep, Song of Discord.
Rune Effect. weapon. 1d6 Sonic.
armor. +2 Will Vs Mind Altering effects.
Symbol. N.
Meaning. Sought Wisdom, Revelations, Pause, Contemplation, Meditation, Reflection.
Name. Njinmira. (female)
Favored Weapon. light flail.
Color. Aqua.
Stone. Moonstone.
Domain. Ice And Divination.
House. Orin.
Clan. Seafang.
Family. Oracles.
Relic. Oahnen Virrer (Mirror of Oracles). Frizinger (Silver Whip of Shattering Ice).
Lore. The Fifth Child, Born Unto Othenheim and Uldra. It was said , she could see into people's minds, and predict the future by peering into the surface of the ice. Some legends say she could even reveal information about a person or a thing by touching the ice. It was she who foresaw the impending doom of the plague. To warn her people, she sent powerful blizzards across the realm, within the ice and snow her message was heard.
Spells.
L1. Shiver, Identify.
L2. Orb of Cold , Augury.
L3. Hypothermia, Divination.
L4. Ice Lance, Legend lore.
L5. Wall of Ice, Commune.
L6. Freeze, Greater Scrying.
L7. Ice flowers, Discern Alignment.
L8. Ice Nova, Foresight.
L9. Field of icey razors, Divine favor Mass.
Rune Effect. weapon. 1d6 Freezing.
armor. +2 Will vs Scrying/Mind reading.
Symbol. O.
Meaning. Hope, Trust in Others, Promises Kept, The Dawn, Male Strength.
Name. Othenheim. (male)
Favored Weapon. BastardSword.
Color. Gold.
Stone. Gold Topaz.
Domain. Law and Light.
House. UthVar.
Clan. Stoneclaw.
Family. Paladins.
Relic. Othenhiem (Sentient Rune Hammer. Othenheim’s personality).
Lore. Othenheim Became renowned for seeking out injustice all across the realm, and like his sister Silvein struck down wickedness wherever they found it. Even among his own kind. He Brought Law and Order to his people and taught them the ways of family, duty and honor. but Above all else he taught them Love. A lesson he learned when his wife Uldra birthed their first child, "Ragnir".
Spells.
L1. Protection from Chaos, Aura of Light.
L2. Lawful weapon, Orb of Light .
L3. Circle vs chaos, Sunblade.
L4. Orders wrath, Path of light.
L5. Dispel chaos, SunBurst.
L6. Hold Undead, Sunbeam.
L7. Dictum, Bolts of Glory.
L8. Shield of law, Star of wisdom.
L9. Sacred Sword, King's Cross.
Rune Effect. weapon. 1d6 Lawful/Brilliant Energy.
armor. +2 AC vs Chaos.
Symbol. P.
Meaning. Intelligence, Truth, Internal Conflict, Unsolvable Puzzle, Mystery.
Name. Pjormir (female)
Favored Weapon. Darts,Dolls,Shurikens,Tops,Heavy Flail, and Marbles.
Color. Purple.
Stone. Abalone.
Domain. Madness and Chaos.
House. Arasil.
Clan. Honeypaw.
Family. Jesters.
Relic. Infuri (The Impossible Puzzle Box), Jekle (Never ending stick), Hildi (The Living Doll).
Lore. Born from the triple union of Loric, Anjeal and Mistra. Pjormir was an expert acrobat, prankster and comedian. While most found her to be quite Insane, those who paid close attention to her mind-bending riddles found them to be filled with profound lessons in morality, spirituality and Philosophy. Secrets they would say were ultimately beneficial during the Time of Civil unrest that came after the time of legends ended.
Spells.
L1. Confusion Lesser, Protection from law.
L2. Touch of madness, Shatter.
L3. Confusion lesser/mass, Circle vs law.
L4. Confusion Greater, Chaos hammer.
L5. Phantasm, Dispel law.
L6. Insanity, Chaos Beast.
L7. Maddening scream, Word of chaos.
L8. Phantasm Mass, Cloak of chaos.
L9. Unluck, Unbound Reality.
Rune Effect. weapon. 1d6 Chaos/Disruption.
armor. +2 AC vs Lawful.
Symbol. Q.
Meaning. Discovery, Respect, Uncontrollable forces, Destruction, External Input.
Name. Qurion (male)
Favored Weapon. Rod.
Color. Violet Silver.
Stone. Labradorite.
Domain. Entropy.
House. Orin.
Clan. Honeypaw.
Family. Mages.
Relic. Voldingir (Orbs of Devastation), Hrothvar (Rod of Absorption).
Lore. One of Yigsin’s most prominent students, Qurion was not gifted but learned. To Prove himself equal to his old master Qurion would Challenge Yigsin to a magic duel which lasted for days. after many bizarre events occurred around Yigsins tower. Both spellcasters came out unharmed and with more respect for one another as equals but always remained as rivals.
Spells.
L1. Entropic Shield, Touch of disarray.
L2. Transposition, Entropic cage.
L3. Mage Armor mass, Augment Will.
L4. BackBiter, Ray of entropy.
L5. Resist energy mass, Augment Spell.
L6. Zone of respite, Spell matrix greater.
L7. Antimagic ray, Energy transformation field.
L8. Entropic Shroud mass, Shifting paths.
L9. Magic Miasma, TriadSpell.
Rune Effect. weapon. Spell Storing/Absorbing up to 3rd level spells.
armor. Spell Resist 4.
Symbol. R.
Meaning. Outside Conflict, Challenge, Vitality, Vigor, Attack.
Name. Ragnir. (male)
Favored Weapon. Claws and WarAxe.
Color. Red.
Stone. BloodStone.
Domain. Rage and war.
House. Yagnin.
Clan. Stoneclaw.
Family. Barbarians.
Relic. Volguun (Bone Mask of the Red Rage), Grungir (Axe of Blood) Hakari (Axe of Pain).
Lore. As the First Child, Ragnir was a wild and domineering individual. always seeking fights and challenging others in great shows of strength. However his temper often got the better of him and he would lose control. killing many of his opponents needlessly. it wasn't until his Father would step in that his rage was finally kept in check.
Spells.
L1. Rhinos rush, Provoke.
L2. Augment Strength, Augment Endurance .
L3. Rage, blade of war.
L4. Shout, Enlarge Person .
L5. Titan stomp, War Strike.
L6. Vicious transformation,WarPath .
L7. Greater shout, Indomitable.
L8. War Cry, Power Word Stun.
L9. Dire rage, Mantel of war.
Rune Effect. weapon. +2 Damage/Mighty Cleaving.
armor. Damage Reduction 3/.
Symbol. S.
Meaning. Female Strength, Honor, Victory, Courage, Bravery,
Name. Silvien. (female)
Favored Weapon. Spear and javelins.
Color. Silver.
Stone. Zircon.
Domain. Strength and Courage.
House. Yagnin.
Clan. Stoneclaw.
Family. Knights.
Relic. Valar (Platinum Armor of greater strength), Solarian (Scorching Spear/Javelin of Searing Light).
Lore. She was the Strongest warrior in all the realm. Her Spear was stout and her armor impenetrable. Her older brother was Othenheim who taught her honor and duty above all else. She was married to Draumir and together had the twins Anjeal and Xijira. She would often accompany her family in ventures to root out evil and the plague.
Spells.
L1. Mountain stance, Remove fear.
L2. Magic Vestment, Cloak of bravery.
L3. Resist Undead, Valiant fury.
L4. Righteous might, Heros Respite.
L5. Heroism, Resistance superior.
L6. Draconic might, Inspire.
L7. Ironguard, Heroism greater.
L8. Absorption, Lions roar.
L9. Last Crusade, BraveHeart.
Rune Effect. weapon. 1d6 vs Undead.
armor. +2 Fort/+2 will vs Fear.
Symbol. T.
Meaning. Fortune, Wealth, Lucky, Good Business.
Name. Tjordrigg (male)
Favored Weapon. Quarterstaff.
Color. Orange.
Stone. Gold Opal.
Domain. Trade and Wealth.
House. Trigar.
Clan. BronzeHide.
Family. Merchants.
Relic. Hathat (Pendent of Wealth), Intihinium (Infinite chests of attainment), Abaros (Abacus of accuracy).
Lore. Tjodrigg was a Powerful landlord who held sway over many of the farmers and merchants in the realm. he amassed so much that he would have proclaimed himself the first King of the realm, however his daughter Mistra would step in to prevent him from making a greaviouse mistake and leave that decision to its people.
Spells.
L1. Message, Alarm.
L2. GemJump, Obscure object.
L3. Augment charm, Glyph of warding.
L4. Sending, Detect scrying.
L5. Fabricate, Secret chest.
L6. True seeing, Forbiddance.
L7. Magnificent mansion, Discern location.
L8. Mind blank, Seaquester.
L9. True Pursaision, Antipathy.
Rune Effect. weapon. +3 to hit.
armor. +2 Saves/+2 Skills.
Symbol. U.
Meaning. Femanine and Masculine Virtues, Fertility, Healing, Mother, Father, Spirituality, Joy, Brother sister, duality, balance
Name. Uthvar (male), Uldra. (female).
Favored Weapon. Uldra: Heavy Mace. Uthvar: Warhammer
Color. Sky Blue.
Stone. Aquamarine.
Domain. Healing and Renewal.
House. UthVar.
Clan. Stoneclaw.
Family. Clerics and Runeknights.
Relic. Uthvar: Uttenheim (Hammer of winter) Solvard (Sunguard, great shield). Uldra: Ruungir (Greater Mace of Mercy).
Lore. The twins Uthvar and Uldra, Beloved by all, Uldra became well known for her healing powers. With a Mear touch she cured diseases, rid the land of toxins and was able to revive the dead. She was Mated to Othenheim and together Bore 5 Children, Ragnir, Yigsin, Fenja, Gwyndol, and Njinmira. Uthvar lead the first Ancestor into battle against the Great Ice Hydra Uttenragg that threatened all of the uldrin lands with its terrible winter, a winter that Uthvar soon took command of once he took from the slain beast one of its great fangs and named it after the beast. Uthvar is known today As the winter hammer, after his legendary weapon. Uldra and Uthvar are both siblings, dragons in Uldrin disguise.
Spells.
L1. Cure Light Wounds, Charm person.
L2. Cure Moderate wounds, Restoration lesser.
L3. Cure serious wounds, Remove disease/poison.
L4. Cure critical wounds, Atonement.
L5. Cure light wounds mass, Revive.
L6. Heal, Hero's feast.
L7. Regenerate, Restoration greater.
L8. Cure critical wounds mass, Freedom mass.
L9. Heal mass, Queens Mercy.
Rune Effect. weapon. 1d6 Merciful.
armor. +2 AC vs Death, Restore +2.
Symbol. V.
Meaning. Hidden secrets revealed, the Unknown made to light.
Name. Velkir. (male)
Favored Weapon. Kukri, Katars.
Color. Navy Blue.
Stone. Black Opal.
Domain. Darkness.
House. Yagnin.
Clan. Seafang.
Family. NightBlades.
Relic. Tvilith (Twilight, Cloak of Invisibility), Suunskive (Sunsetter, Kukri), VolkinSkive (Shadow’s Bite, Katar).
Lore. he was a scout, a spy and above all an agent to his people. able to hide from his enemies so well that he could move about through the shadows. Veklir kept the realm safe by reporting all that he surveyed to its lords and ladies. He was mated to Xijira and together bore their only child Cordillia.
Spells.
L1. Veil of Shadow.
L2. Orb of Darkness.
L3. BlackLight.
L4. Armor of darkness.
L5. Prying eyes.
L6. ShadowGuard.
L7. Nightmare.
L8. Mark of the outcast.
L9. Shadows Embrace.
Rune Effect. weapon. 1d6 Poison.
armor. +3 Hide.
Symbol. W.
Meaning. Destiny, Chance, Mysticism, Occult.
Name. Wishmir (female)
Favored Weapon. Trident dagger.
Color. Light Yellow.
Stone. Peridot.
Domain. Portal and Conjuration.
House. Orin.
Clan. Honeypaw.
Family. Summoners.
Relic. Ulboros (Stone Loop of the Planes.)
Lore. At the End of the age of legends Stands Wishmir. Who saw to it that the realm would forever be protected by her "Guardians" and the "Ancestors" alike, with the help of her husband Byruun, they built the great underground temples which house all the ancient ancestors including herself and her husband. Tombs which are guarded by powerful beings she Conjured herself before her own death.
Spells.
L1. Summon Monster 1, Analyze Portal.
L2. Summon monster 2, Dimensional Anchor.
L3. Summon monster 3, Dimensional door.
L4. Planar ally lesser, Phase Door.
L5. Summon monster 5, Eatherialness.
L6. Planar ally medium, Phase Door Greater.
L7. Summon monster 7, Hold portal.
L8. Planar ally greater, Portal bomb.
L9. Gate, Maze.
Rune Effect. weapon. +2 to hit vs Outsider.
armor. +2 Vs Banishment/Dismiss.
Symbol. X.
Meaning. Loyalty, Inner Strength, Rationality, Practicality.
Name. Xijira (female)
Favored Weapon. Shortbow, and 2 Sabers.
Color. Green.
Stone. Malachite.
Domain. Hunter.
House. Yagnin.
Clan. Honeypaw.
Family. Rangers.
Relic. Frignir (Bow of the Woodland Lord), Suuvin (Twin Sabers of Keening), Draupnar (Bracers of Dexterity).
Lore. The Twin sister to Anjeal. Her bow was swift, her Twin blades sharp. Xijira was known as a Great hunter who Slew many dangerous beasts, Most Notably the Great Blue Worm. She was mated to Velkir and together had one child, Cordillia.
Spells.
L1. Detect creatures.
L2. Guided shot.
L3. Critical strike.
L4. Mark of the hunter.
L5. Insightful feint.
L6. Mark of justice.
L7. Nature’s watch.
L8. Hide presence.
L9. FoeBane.
Rune Effect. weapon. Wounding/Keen.
armor. +2 Reflex vs Crit.
Symbol. Y.
Meaning. Talent, Wealth of Knowledge, Experimentation, Power.
Name. Yigsin. (male)
Favored Weapon. scimitar.
Color. Crimson.
Stone. Garnet.
Domain. Fire and Magic.
House. Orin.
Clan. Bronzehide.
Family. Sorcerers.
Relic. Grunntin (Gauntlet of Sorcery), Friga (Scimitar of Fire).
Lore. The Second Child, Born Unto Uldra and Othenheim, Yigsin was considered by all the Most powerful Uldrin alive, due to his wealth of knowledge and uncanny way he was able to bend reality to his favor, yet he had no mentors and learned everything he knew by observation and creative experimentation. He was Charged with the task of watching over his Brother Ragnir and together would travel all over the realm discovering its many treasures and secrets.
Spells.
L1. Produce Flames, Magic Aura.
L2. Orb of Fire, Dispel magic.
L3. Fire shield, Imbue spell-like ability lesser.
L4. Flame Strike, Spell Immunity.
L5. Wall of fire, Break Enchantment.
L6. Firestorm, Spell turning greater.
L7. Incendiary cloud, Protection from spells.
L8. Inferno, Spell Disjunction.
L9. Meteor Strike , Imbue spell-like ability Greater.
Rune Effect. weapon. 1d6 Flaming Burst.
armor. +2 Reflex vs Spells.
Symbol. Z.
Meaning. Cycle of Life, End of Old, Beginning of New, Change, Truth in Purpose.
Name. Zmir. (male)
Favored Weapon. Spiked Chain.
Color. Black.
Stone. Onyx.
Domain. Death and Balance.
House. None.
Clan. Seafang.
Family. Necromancers.
Relic. Scra (Lantern of Souls) , Scria (Scales of Balance/Spiked Chain).
Lore. Zmir was a necromancer, this fact was true, however he believed that balance must always be maintained. So he used his powers sparingly. when one of his own students however, went off to start a Plague of Undead. It was Zmir who stripped him of his powers and cursed him into the form of maggots, flies and leeches. After Which he made all his remaining followers swear an Oath to only use his teachings out of Necessity. anyone breaking the oath would find themselves suffering a similar fate.
Spells.
L1. Cause Fear, Calm Emotions.
L2. Blindness/Deafness, Make Whole.
L3. Speak with dead, Clarity of mind.
L4. Gentle Repose, Dismissal.
L5. Death ward, Sanctuary mass.
L6. BlackFire, Banishment.
L7. Circle of Death, Word of balance.
L8. Bestow Curse greater, Protection from living/undead.
L9. Zone of Unlife, Scales of balance.
Rune Effect. weapon. 1d4 Curse (Blind,Sicken,Paralysis,Weaken).
armor. +2 Resist Curse.
Uldrin leadership and ranks. From least to greatest
Stoneclaw: Paladins, Grand Paladin, Crusader, Champion, Grand Champions, Warden, Grand Warden, Templar, Knights Templar, Marshall, Grand Marshall, Justicar, Highlord, Lord Pagaron, Hierarch Of Justice.
Honeypaw: Aspirant, Shaman, Sage, Great Sage, Druids and then ArchDruid.
Bronze Hides: Barons, Counts, Earls, Marquess, Duke and ArchDuke.
Seafang: Mystics, Matrons/Patrons, Matriarch/Patriarch and Grand Mystic.
Uldrin martial arts.
Magna Kraw.
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, Uldrin stand between 6-8 ft tall, and weight 250-350 lbs.
LifeSpan: Uldrin reach adulthood at around age 20 and can live up to 165 years.
Diet: Omnivores.
Speed: 30ft.
Alignment: Most Uldrin are Good natured, believing everyone has the right to be themselves and their own person, respecting one another is important, relying on their faith in the ancestors for spiritual guidance and good will towards others. The Uldrin can be a little spirited 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. Tho they do tend to be a little reckless in the heat of the moment and cant help but express themselves, uldrin feeling boisterous will tend to shout and make noise and be little more than a nuisance if they feel the need to really let it all out. 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. Its easy to catch an Uldrin off guard with suggestions about personality, careers or lifestyles, expect an earful afterwards. The quickest way to end an argument with an Uldrin is to just drop the matter entirely, they forgive quickly, but they never forget. Uldrin can be very Protective of those they deem worthy and will defend a friend or family member no matter what the opposition may be.
Languages: Aldurin: 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 Aldurin can best be described as similar to 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.
Common features:
Ability Score Increase: choose One ability to increase by +1.
Powerful Build: Uldrin count as one size larger when determining carrying capacity and the weight they can push, drag or lift.
Natural Weapons, Claws 1D4+Str (Slashing), Bite 1D6+Str (Piercing).
Subrace Score Increase and Feature:
Stoneclaw: +2 Str. Winter Coat (Cold Resistance).
Honeypaw: +2 Con. Mark of the Wild (Speak with Plants and Animals, Advantage to Stealth while in Forests).
Bronze Hide: +2 Int. Astute Mind (1d4 to Concentration checks).
Seafang: +2 Wis. Gifts of the Sea (1 Cantrip from the Cleric spell list, dose not count toward spell slots).
Subraces/Clan: There are 4 types of Uldrin Subraces/Clans 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 Strummvar (Stone Claws).
Direction: North.
Main occupation: Templar, Crusaders, Clerics, Priests, Paladins, 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.
The Humble H'rungir (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 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.
The Industrious Braunheim (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.
The Mystical Sheivang (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.
(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 ,Ragnir.
3. House of Orin The Gifted. Yigsin, Njinmira, 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.
the Runes themselves:
each rune represents the ancestral spirit of the uldrin people. When Traced (in the air on a solid surface) By a RunePriest the rune appears, then when the name of the Ancestor is spoken the rune becomes charged with divine power, then a phrase is spoken to invoke a specific effect from the Ancestral spirits associated Domain. the practice of runecraft is a closely guarded secret and Only Rune Priests (or Runekeepers) are allowed access to this knowledge. however some certain classes and individuals who did not take the Runekeepers oath are privy to this knowledge, tho limited. these runes (the symbols) also make up the Uldrin alphabeta.
Symbol. The Rune itself, or its alphabetical equivalent.
Meaning. Used for when casting runes for divinations.
Name. The Name of the Ancestor associated with the rune.
Favored Weapon. the ancestors favored weapons.
Color. The Color of the Rune when invoked.
Stone. Stone in which the Ancestor is affiliated with, Used for some rituals and spellcasting.
Domain. The Power behind the rune and the Ancestors element.
House. The name of the House to which the Ancestor resides.
Clan. Witch Subrace/Clan the ancestor belonged to.
Family. Descendants and worshipers of the Ancestor.
Relic: An object owned and associated with the ancestor.
Lore. A Little Backstory about the Ancestor and How they Became so legendary.
Spells. Spells associated with the Ancestors chosen domain(s)/element.
Rune Effect. The effect a rune may have when inscribed on an item (usually a weapon or piece of armor).
Inscribing Runes. RuneSmiths can permanently inscribe the Full name of an Ancestor upon an item and Imbue the object with special properties. In addition to the effects listed below, Weapons and armor receive a +1 enhancement bonus for every two caster levels (max 10) to hit,damage or AC.
Symbol. A.
Meaning. Journey, Message, Sky, Wind, Communication.
Name. Anjeal. (male)
Favored Weapon. Chakrum.
Color. GreyGreen.
Stone. Turquoise.
Domain. Air and Travel.
House. Arasil.
Clan. Seafang.
Family. SkyDancers. (aka Airship Captains and Pilots)
Relic. Sunnvring (Dancing Chakrams of Silverligth), Ahn’Vanhgir (Cape of Angelic Flight).
Lore. he was the first Uldrin born with the ability to fly, with great powerful wings that could cause gales of wind to spread across the land.He was Personally responsible for going beyond the realm and mapping many of the outer regions, a feat that inspired many other explorers to go beyond the realm, following all of his tales of wonder and discovery .He was Lovers with Loric before they met Mistra and helped her to tame the wild beasts of the great plains.
Spells.
L1. Obscuring Mist, Know Direction.
L2. WindWall, Locate Object.
L3. Gaseous form, Fly.
L4. WindWalk, Longstrider Greater.
L5. Fog Cloud. Teleport.
L6. Control Winds. Find the Path.
L7. Gale Force. Greater Teleport.
L8. Whirlwind. Mass Fly.
L9. Hurricane. Astral Projection.
Rune Effect. weapon. Flying/Seeking.
armor. Freedom of Movement.
Symbol. B.
Meaning. Perseverance, Hard Work, determination, Endurance, Earth.
Name. Byruun. (male)
Favored Weapon. Heavy Pick.
Color. Grey.
Stone. Granite.
Domain. Earth.
House. Trigar.
Clan. Honeypaw.
Family. Builders and Masons.
Relic. Sundavin (Warpick of Sundering), Thundarin (Pickaxe of Thundering).
Lore. Many of the realms' great structures were almost all designed by Byruun, who was a master stone carving himself. He built many of the city's, towns and temples that now stand as the focal point for which the 5 houses were built. To this end Byruun was known all across the land as "The Master Mason ''. He was mates with Wishmir and together built the great Tombs which now house all 26 ancestral spirits and their runes.
Spells.
L1. Soften Earth and Stone.
L2. Orb of Stone.
L3. Stone Shape.
L4. Stone Shelter.
L5. Wall of Stone.
L6. Stone Body.
L7. StoneHold.
L8. StoneQuake.
L9. Golems Paw.
Rune Effect. weapon. Crushing Blow.
armor. +2 vs Petrification.
Symbol. C.
Meaning. Needs, Strife, Defiance, Haste, Movement, Progress, Duality.
Name. Cordillia (female)
Favored Weapon. LongBow.
Color. Greenish Red.
Stone. Star Ruby.
Domain. Celerity.
House. Arasil.
Clan. Honeypaw.
Family. ArcaneArchers.
Relic. Nathillia (Black Bow of Whispers).
Lore. Cordilla's renown began the moment she picked up a bow and started to learn from her parents. early in life she showed great finesse in launching arrow after enchanted arrow into the hordes of undead that were beginning to ravage the land.
Spells.
L1. Expeditious retreat.
L2. Augment Reflex.
L3. Mass haste.
L4. Blink.
L5. Strider.
L6. Snake swiftness mass.
L7. Cat's grace mass.
L8. Blink greater.
L9. OverDrive.
Rune Effect. weapon. Speeding.
armor. +2 to reflex.
Symbol. D.
Meaning. Person, The Self, Common traits, Common Sense, morales, community.
Name. Draumir. (male)
Favored Weapon. Sword and Shield.
Color. Blue.
Stone. Sapphire.
Domain. Good and Protection.
House. Yagnin.
Clan. Stoneclaw.
Family. Templars.
Relic. Solvard (Platinum Shield of Ultimate defense).
Lore. A simple Sentry tasked with guarding a bridge. Draumir Showed great Prowess when the plague struck. When on the battlefield his commander fell to undead hands. He Rose up to inspire his comrades to form the first Shield Wall. After which he formed the first order of the templar and developed many of their defensive and counter defensive tactics. He was mated to Silvien and together had two children, the twins Anjeal and Xijira.
Spells.
L1. Protection from Evil, Sanctuary lesser.
L2. Aid, Shield Other.
L3. Resist poison, Circle vs evil.
L4. Resist energy, Holy smite.
L5. Anti Magic shield, Dispel evil.
L6. Repulsion, Shield barrier.
L7. Attune form, Holy word.
L8. Prismatic wall, Holy aura.
L9. Prismatic Sphere, Heavenly Host.
Rune Effect. weapon. 1d6 vs Evil/Defending.
armor. +3 to Ac.
Symbol. E.
Meaning. Wheel, Invention, Imagination, Creativity.
Name. Edris. (male)
Favored Weapon. Halberd.
Color. Indigo.
Stone. Hematite.
Domain. Electricity and constructs.
House. Orin
Clan. Bronzehide.
Family. Artificers.
Relic. Thunvir (Staff of Storms), Lokken’Gir Vok’thun (OmniGear Toolbox).
Lore. Some say he was mad, others say he was a genius, but all agree that his experiments brought a new age of enlightenment and new technologies to the uldrin people. Unfortunately it was his own experiments which were his downfall.
Spells.
L1. Shocking Grasp.
L2. Orb of Electricity.
L3. Call lightning.
L4. Chain lightning.
L5. Lightning Nova.
L6. Mechatrix magnificent Sphear.
L7. Thunder train.
L8. Wall of gears.
L9. Summon StormForged Titan.
Rune Effect. weapon. 1d6 shocking Burst,+2 hit Vs Constructs.
armor. +2 AC vs Electricity/Constructs.
Symbol. F.
Meaning. Fate, Change, Acceptance, Freedom, Water, Destiny.
Name. Fenja (female)
Favored Weapon. Harpoons, Hooks and Anchors.
Color. Ocean Blue.
Domain. Sea.
Stone. Pearl.
House. Arasil.
Clan. Seafang.
Family. Sailors.
Relic. Huruun (Whale Bone Harpoon of Snaring), Guttringr (Large Fishhook of Gutting), Hastarvar (Anchor of Smashing).
Lore. The Third Child, Born unto Uldra and Othenheim. She was as wild and free as her brothers Ragnir and Yigsin. She yearned to sail the seas with her lover Krishlinn. Together they conquered many of the coastal isles and discovered other lands across the seas.
Spells.
L1. WaterWalk.
L2. Control Water.
L3. Water breathing.
L4. Wall of water.
L5. Drowning bubble.
L6. Waterform.
L7. Waterspout.
L8. Maelstrom.
L9. Tsunami.
Rune Effect. weapon. 1d6 Acid.
armor. Resist Acid +2
Symbol. G.
Meaning. Renewal, New Beginnings, Purity, White, Prosperity
Name. Gwyndol (female)
Favored Weapon. Whip.
Color. White.
Stone. Diamond.
Domain. Purification.
House. UthVar.
Clan. Honeypaw.
Family. Saints.
Relic. Hrundin (Golden Circlet of Purification), Hathrun (Ring of Renewal), Gyundin (Staff of Undead Bane).
Lore. The Forth Child, Born unto Othenheim and Uldra. While her mother was more focused on healing and curing disease. Gwyndol was more focused on purifying the land of what remained of the Plague. Along with her aunt Silvein, her father Othenheim and her Mother Uldra, Gwyndol was able to root out the corruption with just her presence alone. however it was her bright Aura that she used to not only destroy evil but also keep others safe from it.
Spells.
L1. Nimbus of Light.
L2. Deific vengeance.
L3. Recitation.
L4. Castigate.
L5. Dance of the unicorn.
L6. Fires of purity.
L7. Righteous wrath of the faithful.
L8. Aura of Purity.
L9. Ancestral Visage.
Rune Effect. weapon. +2 to hit Vs Undead.
armor. +2 to Fort vs Disease.
Symbol. H.
Meaning. Harvest, Life's Divine connection, Inspiration, Nature, Sacred Wisdom, Ancient Knowledge.
Name. HalGrim. (male)
Favored Weapon. Sickle and Club.
Color. HoneyBrown.
Stone. Tigers eye.
Domain. Plants and Animals.
House. UthVar.
Clan. Honeypaw.
Family. Druids.
Relic. Stravin (Dreamcatcher of the moons), Braugg (Oaken Staff of the woodlands), Hruangingar (Oaken Mask of the Polymorph).
Lore. He was once known as Ark Wolfsteele, a Human turned into a wolf by His former lover Yanagi, then he met Uthvar (Uldra's Draconic brother also in Uldrin disguise) and Fell in love with him. He would later become an Uldrin and be viewed as Uldra Older sister by the uldrin people.
Spells.
L1. Entangle, Calm Animals.
L2. Barkskin, Hold Animal.
L3. Dominate animals, Plant growth.
L4. Summon nature's ally 6, Command plants.
L5. Commune with nature, Wall of thorns.
L6. Dire Seed, ElderBerry.
L7. Master earth, Vengeful thorns.
L8. Awaken, Voice of nature.
L9. Nature's avatar, Dire Shape.
Rune Effect. weapon. +1d6 Vs Plants/Animals.
armor. +2 AC vs Plants/Animals.
Symbol. I.
Meaning. Awakening, Spiritual Balance, Success,
Name. Idoll (female)
Favored Weapon. Unarmed Strike.
Color. Cyan.
Stone. Gem Silica.
Domain. Force.
House. UthVar.
Clan. StoneClaw.
Family. Monks.
Relic. Eniri (Golden Bands of Everbright), Kal’Stradam (Robes of the celestial masters).
Lore. Born into a family with 12 older brothers (all soldiers). Idoll learned very quickly how to defend herself unarmed, since she was not allowed to wield any weapon of any kind. She developed the uldrin martial arts of Magna Kraw (a mixed form of wrestling and boxing). With her own Hardened Body Idoll would later become one of the best brawlers around. being able to take down most older and more experienced fighters, including her own brothers. That is until she met Hallgrim, who overpowered her with his shapeshifting abilities and won. they would eventually fall in love and have one child, Wishmir.
Spells.
L1. Hand of Force.
L2. Orb of force.
L3. Resilient sphere.
L4. Wall of Force.
L5. ForceWave.
L6. Forcecage.
L7. Telekenetic sphear.
L8. Force Armor.
L9. Awaken Ki.
Rune Effect. weapon. 1d6 Force.
armor. +2 Ac vs Force.
Symbol. J.
Meaning. Charity, Respect, Transformation,
Name. Jarsil (female)
Favored Weapon. Sling and chemical bullets.
Color. Maroon.
Stone. Bismuth.
Domain. Transmutation and Creation.
House. Trigar.
Clan. Bronzehide.
Family. Alchemists.
Relic. Jarsil’s O’han Stones (Various wondrous stones with magical properties. Ranging from Load Stones, Ioun Stones and so on).
Lore. Like her father Qurion. Jarsil was a very knowledgeable and intellectual individual, who through many years of study and experimentation eventually formed her own craft that nearly rivaled her father's own power. She was the first to pioneer the use of reagents in potions and alchemy.
Spells.
L1. Endure elements, Grease.
L2. Minor creation, Orb of Acid.
L3. Create food and water, Amorphous form.
L4. Minor Creation, Darkvision mass.
L5. Major creation, Transmute metal to wood/wood to metal.
L6. Ruby ray of reversal, Liquify.
L7. Permanent image, Shard Storm.
L8. True creation, Excavate.
L9. PolyMorph any Object, Replicate casting.
Rune Effect. weapon. 1d4 Minor Transmute.
armor. +2 AC vs Poison.
Symbol. K.
Meaning. Adventure, Thrill, Change, Excitement, Hide, Make Secret.
Name. Krishlinn (female)
Favored Weapon. Short Sword and crossbow.
Color. Dark Grey.
Stone. Gray Agate.
Domain. Trickery and Illusion.
House. Arasil.
Clan. Seafang.
Family. Rouges.
Relic. Mindiri (Mind Shroud, Hood), Scavard (Black blade of Wounding).
Lore. A Gifted thief, Krishlinn sought many treasures that were rare and unique. gold was never a concern. for she had a fortune before she was 11, stealing most of it from her Father Tjordrigg. However, Theft was not her game. Instead Krishlinn desired adventure and the thrill of danger. an attribute she found most desirable in her lover Fenja.
Spells.
L1. Disguise Self, Silent image.
L2. Invisibility, Minor image.
L3. Disguise Object, Illusionary Net.
L4. Nondetection, Displacement.
L5. False vision, Persistent image.
L6. Mislead greater, Phantasmal killer.
L7. Screen, Project image.
L8. Polymorph Self, True Invisibility Mass.
L9. Pavilion of grandeur, Weird image.
Rune Effect. weapon. 10% bypass AC.
armor. +2 Will vs Buff/Illusion.
Symbol. L.
Meaning. Male Virtues, Reserved, Creation, Partnerships, Projects.
Name. Loric (male)
Favored Weapon. WarHammer.
Color. Bronze.
Stone. Iron.
Domain. Craft and Metal.
House. Trigar.
Clan. BronzeHide.
Family. BlackSmiths.
Relic. Brunheimir (Hammer of the Stars), Agais (Anvil of the Ages), Tungin (Tongs of Giant’s Grasp).
Lore. Loric Brought the Knowledge of Blacksmithing back from other lands. after he had Tamed the Wild Fires deep in the mountain forge left behind by the great Forgemasters of the past. He was Mated to Both Mistra and Anjeal.
Spells.
L1. Animate Rope, Magic Weapon.
L2. Mending, Heat Metal.
L3. Temper, Keen edge.
L4. Animate Object, Rusting grasp.
L5. Phantom Forge, Wall of iron.
L6. Sundering Strike, Blade barrier.
L7. Soul Forge, Rust Ray.
L8. True mending, Iron body.
L9. Star Forge. Shape metal/wood Greater.
Rune Effect. weapon. + 2 Hit.
armor. +2 Fort Vs Crit.
Symbol. M.
Meaning. Legacy, Trust, Heritage, Family Values.
Name. Mistra. (female)
Favored Weapon. Hidden Blade, throwing daggers.
Color. Yellow.
Stone. Rose Quartz.
Domain. Sound and music.
House. Trigar.
Clan. Honeypaw.
Family. Bards.
Relic. Fringungir (12 String Lute of the seasons.) Straumstein (Elder Drums of Calm).
Lore. Mistra was the daughter of Tjordrigg, for whom she had great respect for,but was forbidden to marry anyone he did not Deem Worthy. However she sought her own prestige by taming the untamable Beasts of the great plains. using three enchanted Drums crafted by the master smith Loric. She was able to tame the Giant Bullets and earn the right to marry whomever she wanted. She then went on to marry both Anjeal and Loric as her mates. From their Union came Pjormir.
Spells.
L1. Distract, Sleep.
L2. Orb of Sound, Battle Hymn.
L3. Harmonic body, Joyful Noise.
L4. Cacophonic burst, Voice of the dragon .
L5. Sonic blast, Song of silence.
L6. Dream, Suggestion greater.
L7. Irresistible dance, Scrying greater.
L8. Hymn of praise, Vibration.
L9. Mass Sleep, Song of Discord.
Rune Effect. weapon. 1d6 Sonic.
armor. +2 Will Vs Mind Altering effects.
Symbol. N.
Meaning. Sought Wisdom, Revelations, Pause, Contemplation, Meditation, Reflection.
Name. Njinmira. (female)
Favored Weapon. light flail.
Color. Aqua.
Stone. Moonstone.
Domain. Ice And Divination.
House. Orin.
Clan. Seafang.
Family. Oracles.
Relic. Oahnen Virrer (Mirror of Oracles). Frizinger (Silver Whip of Shattering Ice).
Lore. The Fifth Child, Born Unto Othenheim and Uldra. It was said , she could see into people's minds, and predict the future by peering into the surface of the ice. Some legends say she could even reveal information about a person or a thing by touching the ice. It was she who foresaw the impending doom of the plague. To warn her people, she sent powerful blizzards across the realm, within the ice and snow her message was heard.
Spells.
L1. Shiver, Identify.
L2. Orb of Cold , Augury.
L3. Hypothermia, Divination.
L4. Ice Lance, Legend lore.
L5. Wall of Ice, Commune.
L6. Freeze, Greater Scrying.
L7. Ice flowers, Discern Alignment.
L8. Ice Nova, Foresight.
L9. Field of icey razors, Divine favor Mass.
Rune Effect. weapon. 1d6 Freezing.
armor. +2 Will vs Scrying/Mind reading.
Symbol. O.
Meaning. Hope, Trust in Others, Promises Kept, The Dawn, Male Strength.
Name. Othenheim. (male)
Favored Weapon. BastardSword.
Color. Gold.
Stone. Gold Topaz.
Domain. Law and Light.
House. UthVar.
Clan. Stoneclaw.
Family. Paladins.
Relic. Othenhiem (Sentient Rune Hammer. Othenheim’s personality).
Lore. Othenheim Became renowned for seeking out injustice all across the realm, and like his sister Silvein struck down wickedness wherever they found it. Even among his own kind. He Brought Law and Order to his people and taught them the ways of family, duty and honor. but Above all else he taught them Love. A lesson he learned when his wife Uldra birthed their first child, "Ragnir".
Spells.
L1. Protection from Chaos, Aura of Light.
L2. Lawful weapon, Orb of Light .
L3. Circle vs chaos, Sunblade.
L4. Orders wrath, Path of light.
L5. Dispel chaos, SunBurst.
L6. Hold Undead, Sunbeam.
L7. Dictum, Bolts of Glory.
L8. Shield of law, Star of wisdom.
L9. Sacred Sword, King's Cross.
Rune Effect. weapon. 1d6 Lawful/Brilliant Energy.
armor. +2 AC vs Chaos.
Symbol. P.
Meaning. Intelligence, Truth, Internal Conflict, Unsolvable Puzzle, Mystery.
Name. Pjormir (female)
Favored Weapon. Darts,Dolls,Shurikens,Tops,Heavy Flail, and Marbles.
Color. Purple.
Stone. Abalone.
Domain. Madness and Chaos.
House. Arasil.
Clan. Honeypaw.
Family. Jesters.
Relic. Infuri (The Impossible Puzzle Box), Jekle (Never ending stick), Hildi (The Living Doll).
Lore. Born from the triple union of Loric, Anjeal and Mistra. Pjormir was an expert acrobat, prankster and comedian. While most found her to be quite Insane, those who paid close attention to her mind-bending riddles found them to be filled with profound lessons in morality, spirituality and Philosophy. Secrets they would say were ultimately beneficial during the Time of Civil unrest that came after the time of legends ended.
Spells.
L1. Confusion Lesser, Protection from law.
L2. Touch of madness, Shatter.
L3. Confusion lesser/mass, Circle vs law.
L4. Confusion Greater, Chaos hammer.
L5. Phantasm, Dispel law.
L6. Insanity, Chaos Beast.
L7. Maddening scream, Word of chaos.
L8. Phantasm Mass, Cloak of chaos.
L9. Unluck, Unbound Reality.
Rune Effect. weapon. 1d6 Chaos/Disruption.
armor. +2 AC vs Lawful.
Symbol. Q.
Meaning. Discovery, Respect, Uncontrollable forces, Destruction, External Input.
Name. Qurion (male)
Favored Weapon. Rod.
Color. Violet Silver.
Stone. Labradorite.
Domain. Entropy.
House. Orin.
Clan. Honeypaw.
Family. Mages.
Relic. Voldingir (Orbs of Devastation), Hrothvar (Rod of Absorption).
Lore. One of Yigsin’s most prominent students, Qurion was not gifted but learned. To Prove himself equal to his old master Qurion would Challenge Yigsin to a magic duel which lasted for days. after many bizarre events occurred around Yigsins tower. Both spellcasters came out unharmed and with more respect for one another as equals but always remained as rivals.
Spells.
L1. Entropic Shield, Touch of disarray.
L2. Transposition, Entropic cage.
L3. Mage Armor mass, Augment Will.
L4. BackBiter, Ray of entropy.
L5. Resist energy mass, Augment Spell.
L6. Zone of respite, Spell matrix greater.
L7. Antimagic ray, Energy transformation field.
L8. Entropic Shroud mass, Shifting paths.
L9. Magic Miasma, TriadSpell.
Rune Effect. weapon. Spell Storing/Absorbing up to 3rd level spells.
armor. Spell Resist 4.
Symbol. R.
Meaning. Outside Conflict, Challenge, Vitality, Vigor, Attack.
Name. Ragnir. (male)
Favored Weapon. Claws and WarAxe.
Color. Red.
Stone. BloodStone.
Domain. Rage and war.
House. Yagnin.
Clan. Stoneclaw.
Family. Barbarians.
Relic. Volguun (Bone Mask of the Red Rage), Grungir (Axe of Blood) Hakari (Axe of Pain).
Lore. As the First Child, Ragnir was a wild and domineering individual. always seeking fights and challenging others in great shows of strength. However his temper often got the better of him and he would lose control. killing many of his opponents needlessly. it wasn't until his Father would step in that his rage was finally kept in check.
Spells.
L1. Rhinos rush, Provoke.
L2. Augment Strength, Augment Endurance .
L3. Rage, blade of war.
L4. Shout, Enlarge Person .
L5. Titan stomp, War Strike.
L6. Vicious transformation,WarPath .
L7. Greater shout, Indomitable.
L8. War Cry, Power Word Stun.
L9. Dire rage, Mantel of war.
Rune Effect. weapon. +2 Damage/Mighty Cleaving.
armor. Damage Reduction 3/.
Symbol. S.
Meaning. Female Strength, Honor, Victory, Courage, Bravery,
Name. Silvien. (female)
Favored Weapon. Spear and javelins.
Color. Silver.
Stone. Zircon.
Domain. Strength and Courage.
House. Yagnin.
Clan. Stoneclaw.
Family. Knights.
Relic. Valar (Platinum Armor of greater strength), Solarian (Scorching Spear/Javelin of Searing Light).
Lore. She was the Strongest warrior in all the realm. Her Spear was stout and her armor impenetrable. Her older brother was Othenheim who taught her honor and duty above all else. She was married to Draumir and together had the twins Anjeal and Xijira. She would often accompany her family in ventures to root out evil and the plague.
Spells.
L1. Mountain stance, Remove fear.
L2. Magic Vestment, Cloak of bravery.
L3. Resist Undead, Valiant fury.
L4. Righteous might, Heros Respite.
L5. Heroism, Resistance superior.
L6. Draconic might, Inspire.
L7. Ironguard, Heroism greater.
L8. Absorption, Lions roar.
L9. Last Crusade, BraveHeart.
Rune Effect. weapon. 1d6 vs Undead.
armor. +2 Fort/+2 will vs Fear.
Symbol. T.
Meaning. Fortune, Wealth, Lucky, Good Business.
Name. Tjordrigg (male)
Favored Weapon. Quarterstaff.
Color. Orange.
Stone. Gold Opal.
Domain. Trade and Wealth.
House. Trigar.
Clan. BronzeHide.
Family. Merchants.
Relic. Hathat (Pendent of Wealth), Intihinium (Infinite chests of attainment), Abaros (Abacus of accuracy).
Lore. Tjodrigg was a Powerful landlord who held sway over many of the farmers and merchants in the realm. he amassed so much that he would have proclaimed himself the first King of the realm, however his daughter Mistra would step in to prevent him from making a greaviouse mistake and leave that decision to its people.
Spells.
L1. Message, Alarm.
L2. GemJump, Obscure object.
L3. Augment charm, Glyph of warding.
L4. Sending, Detect scrying.
L5. Fabricate, Secret chest.
L6. True seeing, Forbiddance.
L7. Magnificent mansion, Discern location.
L8. Mind blank, Seaquester.
L9. True Pursaision, Antipathy.
Rune Effect. weapon. +3 to hit.
armor. +2 Saves/+2 Skills.
Symbol. U.
Meaning. Femanine and Masculine Virtues, Fertility, Healing, Mother, Father, Spirituality, Joy, Brother sister, duality, balance
Name. Uthvar (male), Uldra. (female).
Favored Weapon. Uldra: Heavy Mace. Uthvar: Warhammer
Color. Sky Blue.
Stone. Aquamarine.
Domain. Healing and Renewal.
House. UthVar.
Clan. Stoneclaw.
Family. Clerics and Runeknights.
Relic. Uthvar: Uttenheim (Hammer of winter) Solvard (Sunguard, great shield). Uldra: Ruungir (Greater Mace of Mercy).
Lore. The twins Uthvar and Uldra, Beloved by all, Uldra became well known for her healing powers. With a Mear touch she cured diseases, rid the land of toxins and was able to revive the dead. She was Mated to Othenheim and together Bore 5 Children, Ragnir, Yigsin, Fenja, Gwyndol, and Njinmira. Uthvar lead the first Ancestor into battle against the Great Ice Hydra Uttenragg that threatened all of the uldrin lands with its terrible winter, a winter that Uthvar soon took command of once he took from the slain beast one of its great fangs and named it after the beast. Uthvar is known today As the winter hammer, after his legendary weapon. Uldra and Uthvar are both siblings, dragons in Uldrin disguise.
Spells.
L1. Cure Light Wounds, Charm person.
L2. Cure Moderate wounds, Restoration lesser.
L3. Cure serious wounds, Remove disease/poison.
L4. Cure critical wounds, Atonement.
L5. Cure light wounds mass, Revive.
L6. Heal, Hero's feast.
L7. Regenerate, Restoration greater.
L8. Cure critical wounds mass, Freedom mass.
L9. Heal mass, Queens Mercy.
Rune Effect. weapon. 1d6 Merciful.
armor. +2 AC vs Death, Restore +2.
Symbol. V.
Meaning. Hidden secrets revealed, the Unknown made to light.
Name. Velkir. (male)
Favored Weapon. Kukri, Katars.
Color. Navy Blue.
Stone. Black Opal.
Domain. Darkness.
House. Yagnin.
Clan. Seafang.
Family. NightBlades.
Relic. Tvilith (Twilight, Cloak of Invisibility), Suunskive (Sunsetter, Kukri), VolkinSkive (Shadow’s Bite, Katar).
Lore. he was a scout, a spy and above all an agent to his people. able to hide from his enemies so well that he could move about through the shadows. Veklir kept the realm safe by reporting all that he surveyed to its lords and ladies. He was mated to Xijira and together bore their only child Cordillia.
Spells.
L1. Veil of Shadow.
L2. Orb of Darkness.
L3. BlackLight.
L4. Armor of darkness.
L5. Prying eyes.
L6. ShadowGuard.
L7. Nightmare.
L8. Mark of the outcast.
L9. Shadows Embrace.
Rune Effect. weapon. 1d6 Poison.
armor. +3 Hide.
Symbol. W.
Meaning. Destiny, Chance, Mysticism, Occult.
Name. Wishmir (female)
Favored Weapon. Trident dagger.
Color. Light Yellow.
Stone. Peridot.
Domain. Portal and Conjuration.
House. Orin.
Clan. Honeypaw.
Family. Summoners.
Relic. Ulboros (Stone Loop of the Planes.)
Lore. At the End of the age of legends Stands Wishmir. Who saw to it that the realm would forever be protected by her "Guardians" and the "Ancestors" alike, with the help of her husband Byruun, they built the great underground temples which house all the ancient ancestors including herself and her husband. Tombs which are guarded by powerful beings she Conjured herself before her own death.
Spells.
L1. Summon Monster 1, Analyze Portal.
L2. Summon monster 2, Dimensional Anchor.
L3. Summon monster 3, Dimensional door.
L4. Planar ally lesser, Phase Door.
L5. Summon monster 5, Eatherialness.
L6. Planar ally medium, Phase Door Greater.
L7. Summon monster 7, Hold portal.
L8. Planar ally greater, Portal bomb.
L9. Gate, Maze.
Rune Effect. weapon. +2 to hit vs Outsider.
armor. +2 Vs Banishment/Dismiss.
Symbol. X.
Meaning. Loyalty, Inner Strength, Rationality, Practicality.
Name. Xijira (female)
Favored Weapon. Shortbow, and 2 Sabers.
Color. Green.
Stone. Malachite.
Domain. Hunter.
House. Yagnin.
Clan. Honeypaw.
Family. Rangers.
Relic. Frignir (Bow of the Woodland Lord), Suuvin (Twin Sabers of Keening), Draupnar (Bracers of Dexterity).
Lore. The Twin sister to Anjeal. Her bow was swift, her Twin blades sharp. Xijira was known as a Great hunter who Slew many dangerous beasts, Most Notably the Great Blue Worm. She was mated to Velkir and together had one child, Cordillia.
Spells.
L1. Detect creatures.
L2. Guided shot.
L3. Critical strike.
L4. Mark of the hunter.
L5. Insightful feint.
L6. Mark of justice.
L7. Nature’s watch.
L8. Hide presence.
L9. FoeBane.
Rune Effect. weapon. Wounding/Keen.
armor. +2 Reflex vs Crit.
Symbol. Y.
Meaning. Talent, Wealth of Knowledge, Experimentation, Power.
Name. Yigsin. (male)
Favored Weapon. scimitar.
Color. Crimson.
Stone. Garnet.
Domain. Fire and Magic.
House. Orin.
Clan. Bronzehide.
Family. Sorcerers.
Relic. Grunntin (Gauntlet of Sorcery), Friga (Scimitar of Fire).
Lore. The Second Child, Born Unto Uldra and Othenheim, Yigsin was considered by all the Most powerful Uldrin alive, due to his wealth of knowledge and uncanny way he was able to bend reality to his favor, yet he had no mentors and learned everything he knew by observation and creative experimentation. He was Charged with the task of watching over his Brother Ragnir and together would travel all over the realm discovering its many treasures and secrets.
Spells.
L1. Produce Flames, Magic Aura.
L2. Orb of Fire, Dispel magic.
L3. Fire shield, Imbue spell-like ability lesser.
L4. Flame Strike, Spell Immunity.
L5. Wall of fire, Break Enchantment.
L6. Firestorm, Spell turning greater.
L7. Incendiary cloud, Protection from spells.
L8. Inferno, Spell Disjunction.
L9. Meteor Strike , Imbue spell-like ability Greater.
Rune Effect. weapon. 1d6 Flaming Burst.
armor. +2 Reflex vs Spells.
Symbol. Z.
Meaning. Cycle of Life, End of Old, Beginning of New, Change, Truth in Purpose.
Name. Zmir. (male)
Favored Weapon. Spiked Chain.
Color. Black.
Stone. Onyx.
Domain. Death and Balance.
House. None.
Clan. Seafang.
Family. Necromancers.
Relic. Scra (Lantern of Souls) , Scria (Scales of Balance/Spiked Chain).
Lore. Zmir was a necromancer, this fact was true, however he believed that balance must always be maintained. So he used his powers sparingly. when one of his own students however, went off to start a Plague of Undead. It was Zmir who stripped him of his powers and cursed him into the form of maggots, flies and leeches. After Which he made all his remaining followers swear an Oath to only use his teachings out of Necessity. anyone breaking the oath would find themselves suffering a similar fate.
Spells.
L1. Cause Fear, Calm Emotions.
L2. Blindness/Deafness, Make Whole.
L3. Speak with dead, Clarity of mind.
L4. Gentle Repose, Dismissal.
L5. Death ward, Sanctuary mass.
L6. BlackFire, Banishment.
L7. Circle of Death, Word of balance.
L8. Bestow Curse greater, Protection from living/undead.
L9. Zone of Unlife, Scales of balance.
Rune Effect. weapon. 1d4 Curse (Blind,Sicken,Paralysis,Weaken).
armor. +2 Resist Curse.
Category Designs / Fantasy
Species Bear (Other)
Size 451 x 687px
File Size 15.2 kB
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