Homebrew Wulver Species Details
Located within the forested regions of Gavilia, Wulver have made their homes within forests where they could run and hunt freely without a care in the world. The Wulver have been called by many names such as, Dog-men, Wood stalkers, Fenreme, or Amarok. The Wolf-folk don't care for titles and thus do not correct others when they refer to them as the stated names. Being an ancient race that predates the arrival of Men, the Wulver witnessed many world changing events such as the war of Fire and Stone, and the fall of the Drakanai empires of old. Many Wulver elders can trace their pack's oral histories back hundreds of generations, preserving events long forgotten by younger civilizations.
The Wulver can be sorted into two groups; the Social and charismatic Lupa who live in large settlements close to other civilized races (especially humans), and the traditional Gevaudan who tend to live in smaller groups within the deeper parts of the forests and woods. The Wulver welcome guests to their homes with open arms, tending the injured or sick first. The wolf-men treat other races with kindness and respect upon first meeting, tails wagging as a sign of happiness. To make an enemy of a Wulver would result in being shunned or told to leave the home. To the Wulver, loyalty and standing is a form of currency, the more respect an adventurer has, the more discounts or deals become available from a Wulver merchant.
Wolf Hunter
Wulver do have a darker side, they fight a ceaseless war against Werewolves, and skinchangers. Very few know why the Wolf-Men are engaged in this crusade.
One theory is that the similarities Between a Werewolf and Wulver can cause villages to persecute or hunt down any Wulver near the site of a Werewolf's rampage, Werewolves can kill at night and then take on a human form, placing the blame of the Wolf-men who don't shapeshift.
Among the Wulver themselves, the answer is simple. They teach that Sinatar gave them two forms so they might know both the wisdom of people and the instincts of wolves. Their sacred duty is to preserve the balance of the hunt and destroy predators twisted by unnatural corruption. Whether this belief reflects divine truth or simply the oldest traditions of the Wolf-folk remains a matter of debate among scholars. Wulver will fly into a rage or aggressive state should they pick up the scent of a Werewolf. Wulver dislike the Undead for a different reason, the smell of necrotic flesh can be dizzying to their sensitive noses.
Interestingly, Wulver are immune to the bites of all Lycanthropes.
Two Forms, One Spirit
Unlike lycanthropes, Wulver possess complete mastery over their dual nature. They may shift freely between their humanoid form and that of a great wolf. Neither form is considered their "true" shape; both are equally natural expressions of who they are. The transformation is swift, graceful, and painless, more akin to changing posture than becoming something else.
The Elder Fangs
Wulver regard Wargs with profound respect. Though they know the Elder Fangs are not wolves, they recognize them as ancient fellow predators whose lineage stretches back to the earliest ages of Athium. Orcs who earn the trust of a Warg are often treated with greater respect by Wulver, for few mortals are deemed worthy of the companionship of an Elder Fang.
Loyal and Virtuous
Wulver tend to be tall compared to humans and move with a boldness that suggests their physical might. The fur of a Wulver can range from snow white, brown, grey, tawny, to even gold in some cases, with various patterns that distinguish each individual. Soft, padded hands are as dexterous as human hands, tipped with non retractable claws. Wolver can produce a Bone chilling howl that stuns foes and alerts allies to danger. Wulver often act with curiosity and restlessness, which may seem like odd behavior but this is just how Wulver act and keep the mind stimulated. While this can be a source of entertainment or a welcome distraction to allies, it can also suggest which may seem childish or rude to those of high standing or self importance. Wulver have even been known to occasionally give starving families food in the night, such as fish or cured meats from successful hunts, disappearing into the wilds without a care for gratitude.
Quick to Distract
Wulver are naturally inquisitive. New scents, unfamiliar trails, and stories from distant lands capture their attention easily, and many become travelers simply to satisfy their curiosity. Wulver are not known to carry grudges, though if one were to cause harm, break the trust of a Wulver, or insult a Wulver by calling them a Lycan then they will refuse to work with or for those who have caused the grievance. Lost trust can take weeks or even years to regain once lost. To call a Wulver a lycanthrope is one of the gravest insults imaginable. To the Wolf-folk, werewolves are not kin, but blasphemous mockeries of the sacred hunt.
The art of Self-Reliance
By default, Wulver are good hunters and warriors, despite hunting in Packs it is believed a pack is as effective as the self reliant hunters that make up the pack. Wulver rely on themselves and their packs. A pack is bound together by the kinship shared amongst it's members and the experiences had during a hunt or battle, this is why Loyalty is considered sacred for the Wolf-men. Gevaudan are Wulver who either travel in smaller hunting groups or alone to brace the dangers of the wilds, becoming stronger and feral compared to their Lupa cousins who rely on their numbers and coordination to handle threats.
Among Other Peoples
Humans often mistake Wulver for lycanthropes until they come to know them. Forest Elves regard them as steadfast guardians of the wilderness, while many Centaur tribes consider them kindred protectors of Athium's oldest forests. Though Orcs are recent arrivals to the world, those who earn the companionship of a Warg often find themselves welcomed among Wulver packs, for few accomplishments command greater respect. Even Minotaurs—once servants of chaos—have gradually earned the cautious respect of many Wulver through generations of honorable deeds following the War of Shadows.
Wulver Names
Along with their personal names, Wulver identify themselves by their pack. A member of the Frostwolf Pack with the personal name of Remus, for example, would likely style himself as Remus of the Frostwolf.
Female Names: Raksha, Freki, Larka, Nitka, Sierra, Wepwa,
Male Names: Fenrir, Remus, Ulf, Akela, Geri, Baree, Faolan, Lupo, Kiba, Luka, Ranga
Pack Names: Peakspass, Ironfang, Mooneater, Stargazer, Swiftclaw, Sunfeaster
Wulver Traits
Your Wulver character has the following racial traits.Gift of Two Skins
Every Wulver is born with two skins. One walks among people. One runs beneath the moon. Neither is a disguise, and neither is more true than the other.
As an action, you can transform between your humanoid form and your Great wolf form. This transformation is voluntary, painless, and lasts until you choose to return to your humanoid form as an action. Your Great Wolf form is Medium, larger and more powerfully built than a natural wolf but smaller than the legendary dire wolves of old.
While transformed:
- You retain your Intelligence, Wisdom, Charisma, memories, alignment, personality, and class features.
- Your equipment merges into your wolf form and reappears when you return to your humanoid form.
- Your walking speed becomes 40 feet.
- You occupy a Medium space while in your Great Wolf form.
- You cannot speak languages, wield weapons, manipulate objects requiring fine manual dexterity, or perform the somatic components of spells.
- Your Bite trait remains available while in your Great Wolf form.
- Your carrying capacity remains unchanged while in your Great Wolf form.
- You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
- You have advantage on Wisdom (Survival) checks made to track creatures by scent.
- Pack Tactics: The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5ft. of the creature and the ally isn't incapacitated
This transformation is a natural aspect of your physiology rather than magical shapeshifting. You are not considered a lycanthrope while using this feature, and effects that specifically target lycanthropes do not affect you because of this transformation.
Ability Score Increase
A base Wulver will have Dexterity score increases by 2, and a point that can be used for any score the player sees fit.
As a Lupa, Your Charisma score increases by 2, and your Intelligence score increases by 1.
As a Gevaudan, Your Strength score increases by 2, and your constitution score increases by 1
Age
Wulver mature and age at about the same rate as humans.
Alignment
Wulver tend toward good alignments.
Size
Wulver are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.
Here’s how to determine your height and weight randomly, starting with rolling a size modifier:
Size modifier = 2d10
Height = 5 feet + 6 inches + your size modifier in inches
Weight in pounds = 180 + (2d6 × your size modifier)
Speed
Your base walking speed is 35 feet.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Bite
You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Blessings of Reme
You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
Stunning Howl
As a bonus action, you can let out a Spine chilling howl. Creatures within 15 feet of you that can hear you must succeed on a Wisdom saving throw or become stunned until the end of the round. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
Languages
You can speak, read, and write Common and Elvish.
Previous Versions
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