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Weren (Species)

“Of course I care whether I live or die. Did you think that big meant stupid?” -Lt. Commander Raiaza, 2500

Overview

You can't miss a Weren (pronounced “wear-enn”). He stands 2.2 meters tall and weighs in at a hefty 180 kilograms. Covered in thick fur, he has a powerful form and wicked claws that make him a formidable opponent even when he's not carrying a weapon. A great mane of hair flares from his head, and his fur ranges from black to shades of gray to almost white.

For an in-depth look at the weren: The World of the Weren

Role-Playing

Weren apporach life with amazing intensity. When they embrace a new idea or belief, they become zealots. They profess the tenets of those beliefs wth word, deed, claw and war mace. Though they‘re built for battle, weren also talk and share ideas. Not every discussion leads to a fight, and most weren won‘t battle those weaker than themselves unless they are left with no choice. They have strict codes concerning honor, combat ettiquite, and noble acts.

Most weren are fierce warriors, embracing the military and combat-oriented professions, though a few make strides as diplomats of one sort or another, especially as clergy of a human faith or shamans of their own culture.

Weren are uncommon in technical professions and as mindwalkers, though some few do make strides in those areas. Indeed, weren just can‘t get the hang of technology beyond their own level of advancement.

Species Traits

All weren share the following traits:

  • Type: Giant
  • Size: Large. Weren take a –1 size penalty to Defense, a –1 size penalty to attack rolls, and a –4 penalty on Hide checks. They gain a +4 size bonus to grapple checks. Their lifting and carrying capacity are twice those of a Medium-sized character.
  • Weren may use up to Large-sized weapon one-handed, and light weapons for them are Medium-seized. Weren have a natural reach of 10 feet.
  • Ability Modifiers: +4 Strength, -2 Dexterity, +2 Constitution. Weren are incredibly strong and resilient, but they lack agility.
  • Speed: 30 feet.
  • Weapon and Armor Restrictions: Weren cannot wear armor designed for other species. Weren armor is larger and costs an additional 25% to purchase. Weren cannot effectively wield weapons of Small size or smaller.
  • Claws: A weren has retractable claws that can be used in combat (extending or retracting is a free action). A weren can make one claw attack per combat round (or more if he has multiple attacks in a round). Each successful claw attack deals 1d6 points of lethal slashing damage plus the weren‘s Strength modifier. A weren making a claw attack is considered armed and provokes no attacks of opportunity.
  • Low-Light Vision (Ex): Weren have low-light vision. They can see twice as far as a human in starlight, moonlight, torchlight, or similar conditions. They retain the ability to distinguish color and detail under these conditions.
  • Natural Camouflage (Ex): Weren fur shimmers and changes color to match its surroundings. Even in an urban setting, this natural camouflage helps the weren to blend into the background. If the weren doesn’t make a move more than a 5-foot step on his turn, she gains a +4 bonus on her Hide checks.
  • Free Languages: Read/Write Weren, Speak Weren, Read/Write Galactic Standard, Speak Galactic Standard.
  • Level Adjustment: +1

Species Demographics

  • Homeworld: Kurg, Orlamu Theocracy Space.
  • Current Population: 40 billion, highest within the Orlamu Theocracy (78%).
  • Average Lifespan: 160 yrs.
  • Average Height: 7'3“
  • Average Weight: 397 lbs.
  • Biochemistry: Series I
  • Enviornment: Class I
  • GRAPH: G1/R2/A2/P3/H1
  • Biome: Temperate and equatorial zones.
  • Organization: Feudal.
  • Niche: Pre-industrial agrarian.
  • Intellegence: Low-tech sentient.

History

The homeworld of the weren is known as Kurg. When visiting starships reached the planet, the weren clans were deeply involved in their worlds version of the Renaissance. It was a great time of learning, debate, and speculation about the nature of life. The printing press, the scientific method, the flintlock–all these and more can be found in weren society. But this age of enlightenment has not deterred the weren from continuing to pursue their true forte: war.

At the time visitors encountered the species, the small skirmishes that were a constant way of life for the weren had escalated to a point where the entire planet was embroiled in a raging war. This state of affairs served to keep them sharp, battle ready, and at the peak of their aggressive and savage nature–despite attempts by more peaceful visitors, and radical weren religious leaders to teach them a more peaceful way of life.

Philosopher-warriors, weren appear to be a dichotomy of enlightened scholars and noble savages. They have combined the two ways of life well, effortlessly debating with words one moment and with claws or flintlocks the next. Considered primitive by the standards of the Stellar Nations (and mostly unwilling to use high tech equipment anyway), were are nevertheless sought-after companions as their neighbors spread out farther into the regions of the unknown.

Weren

In February 2246, the Orlamu Theocracy made contact with a second sentient race. The ferocious weren living on Kurg were just emerging from their own Middle Ages. The discovery of the printing press was changing their feudal states, and weren explorers discovered a second continent. The invention of black powder weapons threatened to end the ancient and honorable codes of warfare.

The best statement of Orlamu success during first contact is that Jamal Abuweren ('Father of the Weren') is a saint among both Orlamists and weren. Despite more than three centuries of human contact, weren culture and spirit are unpolluted. The weren remain a proud people, determined to preserve their way of life. On Kurg, the clans still rule through a well-established system of feudalism and scutage. By mutual agreement, Orlamu law forbids the import of advanced technology, especially weapons. Two isolated starports in Kurg's barren regions are the only sign that humans ever visit.

At the same time, a galaxy of opportunity has opened for individual weren. Depending on a clan's opinion of humanity and space, they send either their best or worst representatives to one of Kurg's starports. Disaffected weren also make the trip, fleeing an unhappy life or hopeful of a better one in the stars above. Whatever a weren's reason for coming, a delegation of Orlamus greets him or her at the starport. A week of interviews confirms that the immigrant is committed to leaving Kurg. Infact, the Orlamus discourage weren from emigrating; they want the candidate toweigh the decision carefully. Once a weren has left, the Orlamus discourage him from returning and contaminating Kurg with foreign ways.

A weren who leaves Kurg immediately gains temporary citizenship in the Theocracy, and an overwhelming majority of weren attend an Orlamu college. Crusade, a respected military academy orbiting the Orlamu capital, is a popular choice. But the Orlamu diplomats provide other options as well, many of them outside the borders of the Theocracy. If a weren expresses an interest in exploring these options, representatives from each stellar nation, including the Concord, have offices in Kurg orbit. The fierce warriors of Kurg are in high demand by stellar nations. The weren are prized assets within any nation's military force.

The many weren who take up lives within theTheocracy can choose careers in business, academia, or the military. In the Theocracy, the final option is to enter the priesthood, and a surprisingly large number of weren find themselves inspired to take up orders as Orlamists. Once they join the church, weren are fierce supporters of the Orlamist faith and the Theocracy. They're among the most successful missionaries, traveling throughout the Stellar Ring and beyond.

Whether they stay at home, join the Theocracy, or travel abroad, weren are among the most respected sentients in explored space. Part of this respect can be attributed to the weren physique and their well-deserved reputation as powerful warriors. Part of it comes from the value that weren culture attaches to loyalty. Proverbially, when a weren elects to place his loyalty- whether to clan, nation, religion, or friend-it's impossibleto shake.

Weren

Fierce warriors and staunch allies…

As citizens of the Theocracy…

Adventurous or restless were…

Weren characters who remain…

Expatriate weren characters…

Weren

Overview

The first preindustrial species of sentient beings…

The Orlamu managed…

Weren who find the…

Description

Few humans possess the…

Encounter

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A weren's…

All weren…

Habitat/Society

Kurg is a large, cold world by…

Weren possess a family…

Two distinct culture-groups…

The nomads of the extreme north…

Weren

Standing roughly 8 feet tall and weighing in at a hefty 400 pounds, a weren (singular and plural) is hard to miss. Covered in thick fur, he has a powerful form and wicked claws that make him a formidable opponent even when he is not carrying a weapon. A great mane of hair flares from his head. His fur ranges from black to shades of gray, brown, or white – regardless of color, weren fur has a shimmer and an ability to shift slightly in hue, varying with the surrounding lighting. Weren males are slightly larger than the females and have two oversized tusks jutting from their lower jaw; the females do not bear tusks but share the males' powerful builds.

A weren approaches life with amazing intensity. When he embraces a new idea or belief, he becomes a zealot. He professes the tenets of his beliefs with word, deed, and weapon. Though built for battle, a weren also loves to talk and share ideas. Despite his fervor and martial nature, not every discussion leads to a fight, and a weren usually won't fight a weaker creature unless he is left with no choice.

Weren are proud, fierce, honorable warriors, although their eagerness to make peace leads many to become diplomats of one sort or another. They make stalwart companions and bond easily with humans and other species that have learned to temper their primal natures.

A weren's senses are comparable to a human's.

Weren speak a guttural language punctuated by deep growls. They have the capability to speak other humanoid languages as well.

At the time humans develop faster-than-light travel, the weren clans are embroiled in their version of the Renaissance, a time of great learning, debate, and speculation about the nature of life. Before this time, weren clans were locked in deadly, generations-long wars for supremacy. Wise weren now acknowledge that their race's enlightenment could come only after centuries of bloodshed. The past has allowed them to evolve into philosopher-warriors, the absolute dichotomy of gentle scholars and noble savages.

Weren Character Concepts

Weren Paladin

The theocracy gives weren the option to enter the priesthood, and surprisingly a large number find themselves inspired to take up orders as Orlamists. Once they join the church, they become fierce supporters of the faith. They are among the church's most successful missionaries. While most Orlamists concentrate on the scientific aspect of the religion, weren tend to focus on the faith and devotion aspects. The militant weren find place within the military orders of the theocracy, creating a unique branch within, the order of Paladins. Warrior missionaries traveling abroad and spreading the word of the Divine Unconscious and protecting the weak and helpless.

Weren Bodyguard

Whether they stay home, join the theocracy, or travel abroad, weren are among the most respected sentients in explored space. Part of that respect can be attributed to their physique and their well deserved reputation as powerful warrior. Part of it comes from the value that weren culture attaches to loyalty. When a weren attaches himself to a loyalty, religion, or friend, it's impossible to shake. This makes them ideal bodyguards. Generally they are hired for the job, but weren like to claim freedom to leave a dishonorable client in favor of more trustworthy ones. They guard the bodies of their companions, but often work to establish deep friendship and family.

The Weren Flintlock

The flintlock invention was fairly new on Kurg, and quickly gained popularity as a tool of honorable combat, status, and symbolism. It is no less for those who leave the homeworld. They often wear one brandished in a belt or a few on bandolier more as a memento of their past and history. While used rarely in modern warfare, they make a great single-shot close combat weapon, much to the confusion of many foe who has no idea what they are facing. Very innacurate at longer ranges, though a rifle/musket version exists, it is even more rare due to its ineffectiveness vs other more modern alternatives. Other weapon manufacturers try making weapons for weren emulating the Kurg flintlocke style, but they are not as profitable as an authentic hand-crafted on Kurg model.

weren_species.txt · Last modified: 2013/08/27 14:13 (external edit)