Ulrics

Ulrics Ulrics are a race of humans that once belonged to seven tribes in the Shamanic Circle. During the time of The Gifting, the god Triglav quested these seven tribes to guard the three Akashir Stones also called Triglav’s Eyes. For many years they did this willingly and well. The seven tribes were honored among the Shamanic Circle and great prestige was given to them. Over time the seven tribes began to feel superior to the Shamanic Circle and rebelled against the Council. The seven tribes left the Circle and struck out on their own. The going was rough as many of the seven had differences of opinion as to where they should live and how the new communities should be structured. Eventually struggles ensued and then violence. Over the three years the Seven Tribes fought, the Akashir Stones were lost. When the fighting was over, they realized that all was lost. Separated from the Shamanic Council and in violation of the trust of a God, the Seven wandered the continent, despondent and fearful of Triglav’s wrath. Triglav’s wrath came one year to the day after the War of the Seven ended. He cursed all members of the Seven from that moment to time’s end. The curse caused a transformation of each person. Now every member of one of the Seven Tribes and all of their children down through the ages would have physical aspects of their totem creature. Although some of these aspects had benefits, it also marked each one of them as Ulric or “shamed” in the Shamanic Tongue. As the years passed, the Ulrics have come to terms with their curse. Each Ulric, regardless of tribe, seek the Akashir Stones. They hope that if the stones are found, Triglav will lift their curse and the tribes can move on with their lives. All other races and cultures in Ribhus shun Ulrics. They bare the mark of their pride and failure in their physical differences. They are often mistrusted and mistreated and often accused of crimes they did not commit.

Espin (Porcupine): The Espin or Porcupine Ulric tribe is cautious and protective. They have accepted their lot and now move through life searching for the stones. One of their favorite phrases is “Search, but do not disturb”. Of all the Lost tribes, the porcupines are among the most hospitable. Their kind, nonaggressive way make them seem like pushovers but nothing is further from the truth. If roused, the Porcupine is a fierce and determined opponent.

Racial Traits

  • Average Height: 4’5”-4’10”
  • Average Weight: 150-210 lbs.
  • Ability Scores: +2 Wisdom, +2 Strength
  • Size: Medium
  • Speed: 6 squares
  • Vision: Normal
  • Languages: Common, Choice of one other
  • Skill Bonus: +2 Intimidate, +2 Endurence
  • Quills: You gain a +1 racial bonus to your Armor Class defense due to a natural growth of spines common among your people.
  • Piercing Quills: you can use Piercing Quills as an encounter power.

Melam (Impala): The Melam or Impala tribe live in the most remote savannahs and plains in Ribhus. They seldom stay in one place for more than three days. They are very wary of strangers and will try to avoid contact whenever possible. There is a rivalry between the Melam and Mesa Halflings as they often travel through the same areas. At first the Melam tried to coexist with the Mesa Halflings but the aggressive Halflings make that impossible.

Racial Traits

  • Average Height: 5’8”-6’4”
  • Average Weight: 130-180 Lbs.
  • Ability Scores: +2 Dexterity, +2 Charisma
  • Size: Medium
  • Speed: 7 Squares
  • Vision: Low Light
  • Languages: Common, Choice of one other.
  • Skill Bonus: +2 Acrobatics, +2 Perception
  • Agile Leap: You can use Agile Leap as an encounter power.

Oream(Ram): The Oream or Ram tribe is among the most populous of the Seven Tribes. They wander the remote hills and mountainsides of Ribhus. “Listen, Feel, Commune” is one of the first and most important lessons Oream teach their children. The Oream, because of their numbers have been pushed away from the settled lands of Ribhus and are hence, wary of strangers. Once a stranger has been accepted, the Oream are friendly and kind.

Racial Traits

  • Average Height: 5’5”-6’1”
  • Average Weight: 160-220 lbs.
  • Ability Scores: +2 Wisdom, +2 Constitution
  • Size: Medium
  • Speed: 6 Squares
  • Vision: Normal
  • Languages: Common, Choice of one other.
  • Skill Bonus: +2 Nature, +2 Insight
  • Toughened: You gain a +1 racial bonus to your Fortitude Defense.
  • Ancestors Blessing: You can use Ancestors Blessing as an encounter power.

Pica (Magpie): The Pica or Magpie Tribe are the mighty magic wielders of the Seven Cursed Ulric Tribes. They are superstitious, ritualistic and mysterious. Even the other Seven Tribes avoid contact with the Picas. Occasionally, an albino Pica member is born and they typically become powerful spellcasters.

Racial Traits

  • Average Height: 5’3”-5’9”
  • Average Weight: 110-170 lbs.
  • Ability Scores: +2 Inteligence, +2 Charisma
  • Size: Medium
  • Speed: 6 squares
  • Vision: Low Light
  • Lanuages: Common, Choice of one other.
  • Skill Bonus: +2 Arcana, +2 History
  • Learned: +1 racial bonus to Will defense.
  • Spiritual Guidance: You can use Spiritual Guidance as an Encounter Power.

There are 3 other Ulric tribes not allowed for Player Character Races they are;

The Carob (Locust): The Carob, or Locust tribe is the best disciplined and orderly of the seven lost tribes. They are militaristic in attitude and in deeds. Other then the Jackals, the Locusts are the most violent of the Seven. From a very early age every child is groomed for battle. The locusts, though nomadic are territorial. They will scout ahead and make sure that their camps are not threatened before stopping. Locust Ulrics use military formations and tactics when attacking in large numbers.

Dasyat (Stingray): Like the Pica tribe, the Dasyat or Stingray tribe is mysterious and aloof. They prefer to wander near large bodies of water, preferring the ocean to all other water types. The Dasyat are reclusive, and spend their time among themselves, or alone. They have a keen appreciation of nature and its power and many become powerful druids. The Stingrays are cautious around strangers and tend to question the motives of non-Ulrics and Ulrics alike.

Shagal (Jackal): There is not a more aggressive Tribe than the Jackals. Over the years they have blamed the other six Lost tribes for their misfortune and now actively seek the Akashir Stones to remove their curse. Wherever they travel, trouble soon follows. “The Tribe must survive” is the credo and battle cry of the Shagal. They are willing to do whatever is necessary to protect the tribe.

Ulrics

Heroes of Ribhus JrMercury