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Werebbubs

Werebbubs are among the less humanoid Elder Races to be nearly destroyed by the Landing of the Exiles many centuries ago. Much like their vran counterparts, werebbubs lived in the lowland valleys and mountainous foothills of the Continent, practicing age-old traditions, and seeking to live in relative harmony with the land around them. The werebbubs were and still are a proud race with a long history of heroics and valor. In fact, instead of worshiping gods, werebbubs worship the memories of their ancestors and the spirits of the legendary heroes and heroines. Werebbubs are raised with stories of great warriors and wise sages who used their gifts to help their people and defeat terrifying enemies.   Unfortunately, the Werebbub would find difficulty negotiating with their neighbors and often found themselves displaced by the powerful Elven communities that began to crop up in the lowland valleys. As time passed and the elves continued their expansion the Werebbubs were pushed farther and farther into the foothills until they were almost entirely relegated to the mountains. There, the werebubbs attempted to make the best of their situation, forming deeply ingrained mountain communities, and adjusting to the rocky cliffs and valleys of their new home. For a time, this worked well and many werebbub communities flourished. But this peace came to an end shortly after the Landing of the Exiles. After dominating the lowland valleys, the humans looked to the mountains for ore and gemstones. Not being fond of mining, the werebbubs had hardly touched many deposits of minerals in their mountain homes which left a treasure trove of resources for the taking. When the werebbubs refused to let the humans mine in their mountain communities the peace came to an end, and human armies marched into the mountains, laying waste to hundreds of clans and communities.   These days, werebbubs are a rare sight on the COntinent. They stick to the mountains, living in reclusive subterranean and high peak communities and trading almost exclusively with dwarves. Even after centuries of abuse at the hands of other races, werebbubs are a proud race who refuses to bend the knee and conform to the other communities around them. Even the few werebbubs in the lowlands are loathe to change their ways and still honor the traditions of their ancestors. They are proud to be different and nothing can take that pride from them.  

Perks

 

Lionhearted

Werebbubs are not the largest race on the continent but they are among the bravest. Their culture values heroism and young Werebbubs hear tales of ancient ancestral heroes. Werebbubs gain an inherent +1 to Courage.  

Strange Physiology

A werebbub's body and metabolism work in a manner entirely alien to humans and most other elder races. When grievously wounded, some aspect of a werebbubs' physiology goes into high gear, often allowing them to survive wounds that would quickly kill any other person. Whenever a werebbub takes a Critical Wound, they can roll an Endurance check with a DC equal to the DC required to Stabilize the Critical Wound. If they succeed, the Critical Wound is immediately considered Stabilized. Players may only make this roll in the moment the Werebbub takes the wound and cannot be attempted again in the case of failure.  

Razor Teeth

While werebbub don't possess the powerful jaws and venomous fangs of the vran, their teeth are razor sharp and honed to a fine edge. A werebbub can make a Mele attack with their fangs which deals 2d6 damage and has Improved Armor Piercing.  

Poor Eyesight

In general, werebbub suffer from poor eyesight. WHile their keen hearing allows them to navigate the world without any significant problems, they are far from the most perceptive race on the Continent. Werebbubs take a -4 on Awareness checks thanks to this poor vision. If a werebbub is called to make a perception check based only on hearing (such as hearing footsteps upstairs or listening for growling wolves) this penalty does not apply.

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