Ulvann Racial Traits
Average Height: Males, 4’10" – 6’; females, 4’8" – 5’10"
Average Weight: Males, 120 lb. – 200 lb.; females, 100 lb. – 180 lb.

Ability Scores: +2 Dexterity, +2 Charisma, -2 Strength.
Medium: Ulvanni are Medium creatures and have no bonuses or penalties due to size.
Normal Speed: Ulvanni have a base speed of 30 feet.
Low-Light Vision: Ulvann can see twice as far as humans in conditions of dim light.
Born of the Wild: Ulvanni receive a +2 Racial Bonus on Survival checks and also a +1 to Perception.
Scent: Ulvanni possess the Scent racial ability.
Ulvann Magic (Ex/Sp): Ulvanni add +1 to the DC of any saving throws against enchantment spells that they cast.
Wildspeak: Ulvanni are, despite any amount of cultured upbringing, wild animals at heart. Ulvanni count as permanently having Speak with Animals cast.
Lycanthropic Antithesis: The ulvanni are immune to the Curse of Lycanthropy’s effects and cannot be inflicted with it. The ulvann rolls the Fortitude Save as normal however, and if the DC is not met the ulvann is instead Sickened until they have taken an Extended Rest (8 hours of sleep).
Languages: Ulvanni begin play with the ability to speak Common and Dwarven. Ulvanni with high Intelligence scores can choose from the following: any human language, Celestial, Elven, Giant, Nurdheimische, Sylvan, and Undercommon. See the Linguistics page for more information about these languages.

Mistrusted and often mistaken for lycanthropes, ulvanni are an uncommon people who live within the depths of the Ahngrin Pact – their lands have long-since been claimed by others, but this makes no difference to a culture which does not acknowledge the concept of sovereign borders.

The ulvanni are a people with an astonishing ability to survive. For centuries they lived in settled, uncomplicated communities in the forests of Ahngrin, weathering the invasion of orcish tribes from the south. When the draconic hordes rampaged north the ulvanni uprooted their villages and became nomads. As Bael Turath led his demon-hordes in a bloody swath across the region the ulvanni disappeared amidst the trees and mountains. When the dwarves of the Ahngrin Pact began to enslave their nation’s “feral” and “uncivilized” occupants the ulvanni resisted, bit back, and ran once more, deep into the wilderness. Today the ulvanni live once again in their own secluded villages and hamlets, free for the most part from invasion, but their curiosity towards the outside world drives them abroad.

Physical Description: An ulvann is easily mistaken for a human at a distance. Indeed, they easily look the part – they are bipedal, and tend towards a shorter, thin frame with fair-toned musculature. Their skin is generally pale in pigmentation. Common eye and hair colors share a range with humans although brown or red hair are more typical, as are red or black irises. However, any illusion ends when one sees the large, pointed animal-like ears atop their heads. Ulvanni often wear loose clothing to hide both this, and a fur-covered, semi-dextrous tail. Ulvanni often display emotional states through these extremities.

Society: Ulvanni live both in their own societies and in increasing numbers among ghettos in the major cities of the Ahngrin Pact and neighboring countries. Independent ulvann communities are built around obscurity – the location of an ulvann’s home is one of their most important secrets. Nevertheless it is a popular rite of passage in many of these hidden villages to send those of an age out into the world to explore. Normally the loosed ulvann will return within a year or two, but sometimes they simply decide to continue traveling, or they start a life amongst another species.

Relations: Ulvanni generally keep to themselves, and so have minimal interaction with other species. Their treatment by others depends largely on the region they are in: the humans, dwarves and occasional elf of the Ahngrin Pact all universally regard them with caution as tricksters, thieves and general scum. Elves from Eladar are more likely to treat them normally. The ulvanni do sympathize, however, with th’ruc and warforged, to such a point that in the Ahngrin Pact it is considered stereotypical to find an ulvann and th’ruc adventuring together. Ulvanni are often savagely hostile towards any individual afflicted by the Lycanthropic Curse, as their culture describes such people as aberrations.

Alignment and Religion: To an ulvann the hardships faced in life are nothing more than natural occurrences. Their people’s history of homelessness and constant fighting and fleeing has shaped their psyche and their worship: in their own communities ulvanni worship the surrounding wilderness as an indifferent creature that will just as soon provide a meal as take a child. While free-wandering ulvanni may adopt other peoples’ religions in a fit of curiosity and vanity they are liable to filter various pantheons through their own race’s particular brand of stoicism. Ulvanni are often neutral but are easily compelled towards goodness.

Adventurers: As their culture encourages adventure at the threshold of adulthood ulvanni adventurers are actually fairly common. A young ulvann might be interested in simply seeing the world as his village’s rite demands, although he can very easily later decide to stay on the road or amongst other people. The ulvann mentality is to seek as much exposure to others as possible, such that outside their havens ulvanni who take up sedentary or isolating careers are so rare as to be unheard of.

Names: Ulvanni names are often dwarven, as is the norm across the Ahngrin Pact. They do however have very unique family names: after giving their personal name an ulvann gives their matrilineal surname followed by the patrilineal surname. Examples: Dannoch Seyyal Krig; Nissa Vinine Roloff.

Age: An ulvann is considered an adult once he or she has reached 16 years of age. Strangely, while the wandering nature of many ulvanni keeps their numbers at a low, a particularly careful ulvann can live for several centuries.
Ulvann Middle Age is considered to be 185 years, Old Age is considered to be 300, Venerable Age is considered 400, and Maximum Age is 450+4d% years.

Racial Feat: Ulvann Shapeshift (Su). The character must be an ulvann with 9 or more hit dice to take this feat. This feat grants the Ulvann the ability to assume the form of a single unique wolf of the same sex. While in wolf-form the Ulvann gains + 2 to Constitution and + 2 to Flat-footed, as well as an additional + 1 racial bonus to Perception and an additional + 2 racial bonus to Survival when tracking creatures by scent. They are able to use only a wolf’s bite attack (1d6+Str plus trip). Changing shape is a Standard Action. The shapeshifted ulvann is able to remain in this form indefinitely, and is free to change back and forth as many times as they wish in a day.


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