Vulfens

Physiology

These humanoid wolves are tall, adults being between 1m80 and 2m, strong and quick with great sensorial acuity.

Fur

Their fur color can vary greatly from earthy browns to white, gray and black, often reflecting their parents in terms of shade and pattern.

Reputation

They have earned a bad reputation, mainly amongst humans, because of two things.

Lycanthropy

First, their physical resemblance to werewolves scares most humans. Only the Vulfins' calm demeanor distinguished them to human eyes, but their physiological differences are many and can be easily spotted by those with the right knowledge, especially their heads. Werewolves look a bit like a parody of a wolf.

Skargians

Second, being allied with the Skargians got them an early bad reputation that was very difficult to erase, because Skargians used they wild and ferocious nature to terrorize their subjects.

Psychology

By and large, Vulfins have a noble bearing. Serious, but not boring, they tend to stay calm and analyze the situation before acting. This behavior was promoted after the Skargians debacle to try to move away from their previous wild and ferocious well-earned reputation.

However, when pressured, they will easily revert and growl or howl their anger. Those are bad signs for anyone around.

Language

They speak what is known as Vulfenese. It is difficult for other races to speak, except for Durals, and few can understand it who do not have high sense acuity.

Names

Their names are rather agressive sounding. For some ideas, you can consult the following site: FNG (use the first name only).

Society

Although initially very active at night, but with contact with other races they gradually adopted a more day-time culture.

Very wild in their beginning, when allied with the Skargians, they quickly developed more refinements, a strong culture and solid technical skills enabling them to build themselves a more advanced society.

Home

After the Skargians were defeated, the vulfins retreated to a remote outpost to lick their wounds and start anew.

That region is now called The Howling Territories, but they simply call it home.

Organization

Nation

They elect a Pack Leader, male or female, for life. When the Pack Leader gets too old or dies, a Howling is called to elect a new one. Anyone can be raised to this lofty position.

Villages, Towns and Cities

Every year, on the Longest Night, citizens gather for a Growling to elect the Maire of their settlement.

Challenges

Anyone can challenge a Pack Leader or a Maire, but it must be public. It can either be a Biting Challenge, resulting in an unarmed physical fight, or a Scoring Challenge, resulting in a new election.

A Biting Challenge can be between willing champions. A Scoring Challenge must be supported by the citizens.

Military

There is no standing army, but every Maire has guards to ensure security and the Pack Leader will have his Pack, made of loyal fighters. In need, Maires will call the citizen to a Growling and raise troops this way.

Leadership

The Pack Leader is the commander in chief and the Maires his sub-commanders.

D&D 5th Edition Racial Traits

  • Ability Score Increase. Your Dexterity or Strength score increases by 1, and your Constitution score increases by 2.
  • Speed. Your base walking speed is 35 feet.
  • Darkvision. 60'.
  • Languages. You can speak, read, and write Common and Vulfenese.
  • Keen Senses: You have the proficiency with the Perception skill.
  • Wolf's Bite. If you do not use anything but unarmed strikes during your turn, you can bite as an attack. You are proficient and deal piercing damage equal to 1d4 plus your Strength modifier.
  • Canine. You can communicate easily with canines, like dogs and wolves.
  • Bloodlust. If you attack a living injured creature (not an undead or construct), on your turn you can choose to gain advantage while attacking that creature (all attacks must be lethal and directed at that creature), but until the beginning of your next turn, attacks against you have advantage.