User Tools

Site Tools


weren_species

This is an old revision of the document!


Weren (Species)

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

In February 2246, the Orlamu Theocracy made contact with the ferocious weren, living on Kurg and just emerging from their own Middle Ages. Despite more than three centuries of human contact, weren culture and spirit are unpolluted. The weren remain a proud people, and depending on a clan's opinion of humanity and space, they send either their best or worst representatives to one of Kurg's two isolated star ports. Disaffected weren also make the trip, fleeing an unhappy life or hopeful of a better one in the stars above. The many weren who take up lives within the Theocracy can choose careers in business, academia, or the military. Whether they stay at home, join the Theocracy, or travel abroad, weren are among the most respected sentient beings in explored space.

Proverbially, when a weren elects to place his loyalty - whether to clan, nation, religion, or friend - it's impossible to shake.

It‘s hard to 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 unarmed. A great mane of hair flares from his head, and his fur ranges from black to shades of gray to almost white.

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

  • Weren (pronounced „wear-enn“)
  • Homeworld: Kurg, Orlamu Theocracy Space
  • Current Population: 40 billion, highest within the Orlamu Theocracy (78%)
  • Average Lifespan: 160 yrs
  • Average Height:
  • Average Weight:

ROLEPLAYING

Weren approach life with amazing intensity. When they embrace a new idea or belief, they become zealots. They profess the tenets of those beliefs with 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, and even most of those living in an advanced society can‘t use high-tech items without a penalty.

====== DRAGON ARTICLE here ======

====== ROGUE SPACE paraphrase here ====== A young and proud race of warriors. While usually type cast as brutes or muscle they find employ in various fields across space. However they are still adapting to galactic life.

When Kurg was discovered in 2246 by the Orlamu Theocracy, they were undergoing a time period similar to our own renaissance. It was a period of learning, debate, and speculation of the nature of life. Inventions like the printing press, scientific method, and the flintlock could be found. However it was also undergoing a world war. Even with the willingness to bring the weren (pronounced 'wear-enn') race to the galaxy, the theocracy has taken great care not to pollute Kurg with modernism. They make it a point to not import any technology, especially weapons. Only 2 remotely located star ports are where you will find any human influence on Kurg. Different weren leave Kurg for different reasons. Most seeking a new way of life, often to leave an unhappy one in hopes of a better future among the stars. When it happens, a delegation of Orlamus meet them at a star port, and after a week of interviews they confirm that the candidate is committed to leaving Kurg. In fact, Orlamus often discourage weren from emigrating, they want the candidate to weigh the decision very carefully. Once a weren has left, they are discouraged from returning and contaminating Kurg with foreign ways. A weren who leaves is granted temporary citizenship in the theocracy, and a majority attend an Orlamu college. Crusade, a respected military academy is a popular choice. But Orlamu diplomats provide other options as well, even those outside the theocracy. Weren are in high demand in any nation, even the Concord, especially in militaries.

They can be ill-mannered at times.

You can't miss a weren. They are very tall, very heavily built, and covered in fur. Their powerful frame sports wicked claws that make them a formidable opponent even when they don't carry weapons. A great mane of hair flares from their heads and their fur ranges from black to shades of grays and whites. They approach life with amazing intensity. When embracing a new idea or belief, they become zealots. They profess the tenets of those beliefs with word, deed, claw and war mace. Though they are built for battle, they love to talk and share ideas. Not every discussion leads to a fight, and most weren wont battle those weaker than themselves. They have strict codes concerning honor, combat etiquette, and noble acts. They make fierce warrior embracing combat, but take religion seriously. Tech use doesn't come naturally to them, often preferring gear closer to their native tech level. Philosopher-warriors. Weren appear to be a dichotomy of enlightened scholars and noble savages. They have combined the 2 ways of life well. Though they have no high-tech of their own, they gladly board star ships in order to learn more about the galaxy.

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. @species @weren @canon

weren_species.1376375655.txt.gz · Last modified: 2021/12/04 00:40 (external edit)