Physical Description: Their toned and broad shouldered bodies are covered very similar to that of a wolf, ranging in color from an almost white grey to a dark grey or brown and grey mix. Their head and face are that of a more docile and less feral looking wolf, complete with prolonged snout. To the uninformed and close minded individual they are often mistaken for werewolves, though their hands and feet end in nails, rather than claws. In back they sport a wolf’s tail, but tend to keep is hidden beneath a cloak or robe.
Society: Ulfrin society is heavily dominated by the males of the community. The hierarchy is very close to that of real wolves with one difference. Unlike their distant relatives, they vie for power, head of the household, tribal leader, or political head through cunning. While they are quite strong compared to many races, they are much more attuned to outmatch someone by wit and cunning. Often tricking others or simply out doing them via magic or alchemy. Once someone has control of a place of power though, he is generally left alone and respected for some time.
Relations: Many other races, most specifically humans, have a great distrust of Ulfrin, sometimes even resorting to violence and rioting at the sight of one in their cities. Many believe them to be werewolves that have gotten smart, trying to hide as a more normal race. They often use their intellect as proof of such allegations. The Ulfrin are not without friends though. They find comfort in their dealings with Catfolk who sympathize with their outspoken animal nature. Being they are in the same boat, that they are believed to be hiding some sinister secret.
Alignment and Religion: Ulfrin’s hierarchy and pack mentality is a sense of law by nature, Therefore almost all are of lawful alignment. Coupled with their almost constant persecution by those outside of their race does leave them longing for acceptance in a constant pursuit of doing good. This is not true for all as most of their tribal leaders and emperors care mostly for power and falling on a Lawful Neutral alignment, while few wish to see others destroyed for their close minded views, stopping at nothing to punish them.
Adventurers: Most Ulfrin that take to the road and life of adventure normally have the mindset of showing that they are not to be feared and aren’t as savage as werewolves. The most common are Wizards and Alchemist, using their capable brains to their fullest potential. The path of the Monk is very compatible to their ways as well, leading a very disciplined life, regularly taking vows of peace and non-violence. A select few have even been known to take up the cause of Zariss as a Paladin in attempt to shed their ties to the moon.
Ulfrin Racial Traits:
+2 Strength, +2 Intelligence , -2 Charisma: Ulfrin are strong in both body and mind but their apparent connection to werewolves makes others weary of them.
Medium: Ulfrin are medium sized and therefore receive no bonuses of penalties due to size.
Ulfrin: Ulfrin are humanoid with the Ulfrin subtype.
Normal Speed: Ulfrin have a base land speed of 30 feet.
Darkvision: Ulfrin gain darkvision out to 60 feet.
Low-Light Vision: Ulfrin can see twice as far as humans in dim light.
Cunning: Ulfrin gain a +2 bonus bluff and a craft skill of their choice. Bluff is always considered in class for an Ulfrin.
Cornered Fury: Whenever an Ulfrin is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.
Fearless: Ulfrin gain a +2 racial bonus on all saving throws against fear effects. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait.
Scent: Ulfrin gain the scent special ability
Languages: Howlers begin play speaking Common and Howl. Ulfrin with high Intelligence scores can choose from the following: Catfolk, Elven, Gnome, Halfling, Giant Sylvan, Undercommon