Wolfars
Wolfars are a race of bestial, wolf-like and intelligent creatures, that were brought into the world by Dzevana and mostly can be found in the North of Saarma. Over the past millennium, their number has greatly decreased, due to the tribal divisions, Ruer's curse of madness and active conflicts with other races due to fears and superstitions.
Contents
Ability Score Increase. Your Strength and Dexterity scores each increase by 1.
Wild run. If you have nothing in your hands, you can choose to run on all fours, increasing your base walking speed to 40.
Dzevana's blessing. As a cantrip, you are able to take away the pain from other living beings, transferring it in smaller amount onto yourself. The healing amounts to 1d8, dealing damage equal to half of the rolled amount to yourself on 1st level. The amount increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). You can choose to roll the smaller amount.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 colour in darkness, only shades of gray.
Keen Senses. You have advantage on the Perception checks that rely on hearing or smell.
Ability Score Increase. Your Constitution score increases by 1.
Feral Instincts. If you successfully damage your enemy with natural weapons (claws, teeth), you gain advantage on next attacks against his enemy. If you change your enemy, this effect ends.
Bloodlust. In the start of the battle, you must make a Wisdom saving throw (DC 15). In case of a failure, you are affected by Madness, making you regard everyone, who is not lycan or wolfars, as hostile.
Contagious Bite. Your bite spreads lycanthropy to other non-wolfars creatures, making them werewolves. The werewolves are prone to obeying orders from wolfars, and if they do not pass the Wisdom saving throw (DC 15) they submit to other mad wolfars, treating them as leaders.
Appearance
Wolfars are wolf-like creatures who possess coarse hair, pointed ears, and long snouts. However, one will also immediately notice their differences from wolves, namely their powerful, two-legged bodies which sport long fangs and dagger-like claws. Many wolfars braid their hair and fur, sometimes decorating it with beads and wooden trinkets. The Elder of the tribe wears the set of deer antlers, as part of tradition and paying respects to the Great Huntress.
Traits and Abilities
The traits and abilities that are shared by all wolfars are as follows:
The wolfars, that accept the "gift of Ruer" are permanently changed, granting them additional traits and abilities, as well as disadvantages.
History
Work_In_ProgressSociety
Most wolfars exist in tribes and don't mix with other races. For the most part, they are rejected by other races and often accused of being a bad omen. Their culture is tightly intertwined with Dzevana's cult, and to smaller extent with Veles.
Most of the tribes are in the Veles Forest, Alfagras Woods, though a few smaller tribes can be found in Horned Wolf Woods. The tribes or villages have a social hierarchy, resembling a lupine hunting pack. Each group have their male and female leaders, the Elders, and they can be siblings, a mated pair or the most respected members of the community. Such pairs are the one to lead the wolfars communities, in communication with outside world, on the hunts, in problems solving, etc. The Elders are chosen by voting in the whole community - when the Elder feels, that they need to pass on the role of the leader, wolfars communally decide who should be the next Elder. Sometimes it can be someone young, ambitious and energetic, though most often the older and wiser wolfars take on the role of the Elder. Every member of the community has its own rank, depending on their way of life, occupation and reputation. The omega is a singular member of the commune, that is considered the lowest ranking among the tribe - such members serve almost like jesters among wolfars, either being the scapegoat or the one to instigate playfulness and fun. That is not to say, that such member is not loved and protected in the village - they are still part of the community, playing the role of stress relief for some feral instincts of wolfars. In rare cases there are two omegas. The newlyborn most of the time are born in spring and the entire settlement takes a part in raising the young.
Wolfars attitudes are similar to the wolfkin; they are fiercely loyal, slow to forgive, and very territorial.
Due to drastic decline in numbers over the decades, constant danger from other races and conflicts with settlers, more and more wolfars stepped on the path provided by cult of Ruer, accepting his gift of feralness in hopes of returning their lands and higher role in the food chain. Such wolfars are exiles among their people, they are banished from settlements and their names are erased from tribes memory. Instead, this feral wolfars venture in inhabited lands, spreading lycanthropy and in such way creating their own packs with half-hybryds, or werewolves. In a way, this allowed them to increase numbers of at least half-wolfars over the years. The created werewolves are prone to obeying orders from wolfars, and most of the times they submit to other mad wolfars, treating them as their leaders. There have been found no cure for such affliction.
Trivia
Links
Biological Information
Type | Anthropomorphic |
Parent race | Wolfar |
Vision | Superior |
Abilities |
|
Physical Characteristics
Size | Medium |
Lifespan | around 150 years |
Average height | 162–205 cm |
Average weight | 62–100 kg |
Fur colour |
|
Hair color |
|
Eye colour |
|
Sociocultural Information
Also known as |
|
Planes |
|
Locations |
|
Environment |
|
Language |
|
Notable members |
Comments