Uruskia
The vastness of the Omniverse is often underestimated by those that live within it. It is well known that there are hundreds of millions of beings and creatures in existence on the numerous worlds through out the Omniverse. The Uruskai are one of those few that stand out.
Uruskai are a humanoid bear-like species that calls the world of Ereg, Kralis’ sister world, home, but have made Kralis and Ta Los their second home. Many clans arriving thousands of years via the Gates of Bahlaru from Ereg.
Physical Description
There are several species of uruskia that range from 6 feet to over 8 feet in height and weighing between 300 and 1800 pounds. Most uruskai are densely packed with muscle, and are covered in soft fur, thicker than the kanus or jakara species, but not as thick as the protective shags of the bhahuul. They have humanoid hands and feet, though they are similar in shape to that of common bears. Their thick fingers each end in a sharp-claw like nail, they have heavily padded feet with toes that in end sharp claws.
They have large canine-like heads with short rounded ears, dark noses, round eyes and large snouts filled with numerous sharp pointed teeth. These natural weapons along with their powerful bite are used in conjunction with other weapons while in combat. They are well known for their powerful sense of smell, though their eye-sight is notoriously bad.
Uruskai are generally uni-colored with brown, black, white or even gray coats, many have white, golden or black markings around their face, eyes or chests. They prefer loose shirts and tight pants, and cloth or leather material.
Personality
As a species uruskai are notoriously known for their highly aggressive behaviors as much as being soft and nurturing care takers. Many uruskai, particularly young males and “old claws” are known to be solitary creatures, preferring to explore and adventure by themselves for many years or as their years come to an end, though they are not opposed to joining others for temporary periods of time.
They rarely attack without cause and will rarely join forces with bands of adventures, or other groups if they believe that their cause is not noble or just. Nearly all uruskai have no use or interest in power, wealth or fame. As a general rule uruskai are straight forward. They say what they feel and feel what they say deeply. This tends to make them rude in most peoples eyes.
Languages and Names
Uruskai speak broken common and Uyrkig. Uyrkig is a deep barrel chesty sound. The language is not difficult to speak by others, but the sound that is made by a Uruskai adds to the context of what is being said.
Nearly all uruskai prefer single names that provide descriptive information about who they are. These names tend to be made up of words directly from the Uyrkig language. They tend to take on names such as:
Aeahlefe, Ceath, Dhernirmeh, Huciehi, Kenelm, Khita, Krieth, Rata, Santtu, Sjoerd, Skuyler, Usniah, Velon, Zhain
Cultural Kin and Communities
As a species uruskai form no real communities as most species do. Uruskai build no cities or nations that they call their own. Rather they see all the wild world and all those that reside therein as their nation. Because of their dominate solitary ways of life, there is no need for these beings to have such a civil organization. Though females, their cubs and more middle aged males form clans of 15 to 30 individuals.
Clans are overseen by a clan elder, generally the eldest female of the clan. Though to become a clan elder an uruskai doesn’t need to be of an elder age, but those who take on this mantle young are often viewed as having too little experience.
Ranked below the Elder are the Clan Mothers. Clan Mothers manage the clan’s affairs, organizes quests, assigns apprenticeships and in general keep the clan moving forward with daily routines.
Clans generally avoid each other through out the year, though there are times that the various clans gather in various spots through out the world (and the Omniverse) to swap stories, tales, and even sell items to others that are in need of specific things. These festivals, called Grahaik, occur on the first day of spring, on the longest day of the year, the first day of summer, and finally on the first day of winter.
There are four major species of uruskai: The common Ursus (black), the Arctus (brown), Maritus (white) and the Tremarus (spotted).
Ursus
Ursus are usually dark in color: black, gray, and rarely crimson. They usually have a pale muzzle which contrasts with their darker fur and may sometimes have a white chest spot. Some of the ursus have unique coat patterns the most dominate of this variation is bold black-and-white coat and rotund body. There are variations in this sub-species ranging from being more often brown, cinnamon, or blonde. Some are even creamy white or bluish gray.
Ursus stand at 6’ to 6’-6” and weight from 250 to 350 pounds. They are distinguished from other uruskai by their longer, less heavily furred ears, smaller shoulder humps, and a convex, rather than concave, profile.
Ursus have claws which are shorter and more curved than those of other uruskai. This allows them to have a great agility in climbing trees. Not all ursus are omnivores, many are just herbivores.
Unlike other uruskai, ursus have deep, strongly evolved family behavioral relationships that are the result of the slow maturation of cubs and the high degree of learning. Because of this ursus possess a high level of intelligence and exhibit a high degree of curiosity and exploratory behaviors. Although they are generally characterized as shy and secretive towards other species, they exhibit a much wider array of behaviors than all other uruskai. The ursus have extraordinary navigational abilities which are poorly understood.
Arctus
The largest of the uruskai ranging in height from 10’ to 15’ and weighing from 500 to 1400 pounds: the look giant ursus. Their fur is usually dark brown, but varies from cream to pure black, with variations of dark gray, red, and pure white. Most arctus have longer fur near their shoulders and back, which are frosted with other colors, thus giving a grizzled appearance.
Arctus moves with a slow, lumbering walk, although it is capable of moving very quickly and can easily catch most creatures. They are mainly terrestrial, although they can often be found swimming or preying upon fish in the water. Adults are unable to climb trees.
Unlike other uruskia, arctus tend to be more solitary, and occasionally gathering in large numbers at major festivals and form family foraging groups. Under these conditions, dominance of hierarchies among the regions population are usually formed and maintained. These are generally down through trials of combat. Typically, the highest-ranking individuals are the larger adult males, though there are the occasional powerful females that rise to the same levels. Arctus do not form larger clans as other uruskia, though females and younger adolescents group together for protection from other monstrous creatures, particularly when females are raising cubs. Most male arctus have many cubs with various females in different clans. This is an accepted cultural norm as a result of the solitary drive of the sub-species. Family units do not exist, but the males do feel an obligation to care for their mating partners will visit them all in turn bringing supplies and gifts when they do.
Of all the uruskia the arctus have an excellent sense of smell (able to follow the scent of a creature for more than two miles behind), greater levels of hearing, but relatively poor eyesight. These beings are extremely strong and have good endurance; they can often kill a large creature with one blow, outrun a horse, out swim most creatures, and drag a huge creature uphill.
Maritus
Maritus inhabit the much colder regions of the world from the far arctic north and southern polar regions, to the high mountains and glacier regions. Their body is larger and stockier than the more common ursus, similar to that of an arctus, except it lacks the shoulder hump. Their head is relatively smaller than the heads of others and have an elongated neck. They stand to a height of 6’-6” to 7’-6” and can 360-750 lbs. Their fur is generally white, light brown, light red or even light gray, depending on the season and light conditions. Their skin tends to be dark gray to black. They have broad hands and long feet and make excellent paddles while swimming. The soles of their feet are furred for insulation and traction while walking on ice and snow. Maritus are not solitary individuals, but neither do they group up into large clans. They are close-knit family groups of 5 to 8 individuals with a powerful father, mother, adolescents, and cubs.
Tremarus
Small and covered in a shaggy fur, the tremarus often have varying colors of rings around their eyes, with either bands of different colors around the body or around their muzzle, throat and chest. They are the lightest of the species and have a starting weight of 200 pounds and stand at a height of 5’-6" - 6’.
Tremarus are very shy, and little is known about them. They are a clannish lot, living in remote locations with up to 30 members. These locations tend to be in hard to reach and hidden places through out the world. Tremarus is a very adaptable. They, like the ursus, are found in widely varying habitats. They are found in steppe lands, rain forests, cloud forests, and even coastal scrub desert land. They do however avoid the colder, arctic regions of the world. Family units are generally 3 to 4 individuals.
Uruskia Features
Species Merit Cost: 1200
Age: 10-20, live to be over 150 yrs
Weight: Base 250 plus 2d10; Arctus Base 650 plus 4d10x10
Size: Uruskai tend to be medium creatures to huge, (4 to 15 (huge) Feet)
Vision: Uruskai have night vision
Move: Base Move of 20 feet per Movement Action
Languages: Uruskai begin play speaking Uyrkig(Uruskai Common), Azhdehak (Chovah Common), Fak Chun (Firbog Common) and Common
Resistances: +10 bonus to Fear or Horror checks
Uruskai Bonuses: +10 bonus to Perception (Hearing and Smell), +20 Climbing Skill Uruskai Attribute Modifiers:
Ursus +10 to any two: Stamina, Agility, Perception, Intelligence
Arctus +10 to any two: Strength, Stamina, Intelligence, Wits
Maritus +10 to any two: Strength, Stamina, Perception, Willpower
Tremarus +10 to any two: Stamina, Agility, Perception, Willpower
Uruskai Traits:
Ursus - Animal Empathy: All ursus have the unique ability to understand and communicate with animals through their behavior, feeling and motivations. They may attempt to influence an animal to perform tasks. Animals may attempt to resist “bad” orders with a Willpower check at the GM's discretion. You gain your Wits Modifier as bonus successes to checks to train or handle animals.
Arctus -Battle Rage. Gain this ability for free.
Maritus - Protective Shag. Because of a thicker shaggy coat you gain +10 Natural Armor Absorption.
Tremarus - Child of the Mist. You have developed a knack for disappearing and finding easy concealment. All concealment and cover penalties for you increases by -10. Additionally, melee attacks against you have a 5% (Maximum of 25%) per every other rank of simply missing.
Species Abilities Uruskai begin play with two of the following abilities: Ancient Foe, Battle Born, Bond to the Land, Divinely Touched, Fleet of Foot, Mortal's Hope, Spirit Guide,Viza Suri
Species Abilities
Ancient Foe: The your clan has fought long and hard to survive and have developed a long, ancient hatred towards a particular group of monsters. Choose any two of the following monster types: Animal, Beasts, Constructs, Magical Beasts (Sub Type); Monstrous Humanoids (Specific Species), or Supernatural. You gain a +10 bonus to its Physical Defense and +10 Attack Bonus against this monster type only. The your critical hit range also increases by +5 against these monster types.
Battle Born: Uruskai gain the following bonuses: gain its Willpower Modifier as bonus damage to any melee or missile attack; +10 Health Points and its Holding Zero now occurs when it reach two times its Willpower Modifier in negative health points. Finally, the creature gains a natural armor absorption equal to its Willpower Modifier.
Bond to the Land: Choose one of the following terrain types: Aquatic, Desert, Forest, Hills, Mountains, Plains, Swamp or Underground. So long as you are in this specified terrain you gain a +10 bonus to all skills dealing with evade, lore (Specific Region), navigation, search, stealth, survival, and tracking.
Divinely Touched: You are able to create a halo of light around its head per the spell light as a spell-like ability, but only evil creatures or the undead can see the light. When this light is created any undead or evil creatures within 15’ radius suffer a -10 penalty to their Physical Defense and Attack Skills per 5 ranks when attacking or defending against it. The halo lasts for 1 turn per 2 ranks, or until it cancel the effect. Additionally, while this ability is effective, you can see in any darkness and do not suffer penalties from the darkness. You may use this ability three times per day.
Fleet of Foot: The creature is very quick in getting from one place to another. It gains +5 to its normal movement rate.
Mortal's Hope: Uruskai are filled with a sense of hope that grants it a +20 to any fear or horror checks and +10 to your Physical Defense. Additionally, it gains double your Stamina Modifier as temporary Health Points in addition to any other bonus Health Points.
Spirit Guide: Uruskai are well known for their connections they make to their ancestors, and you have connected with a spiritual guide to aide you. Once per day this guide can advise you on any topic granting it a +1 success to any skill check per 3 of its ranks. Additionally, once per day you may re-roll any failed check without the use of Heroic Luck.
Viza Suri. A uruskia can use a heightened sense twice per day for up to 1 hour, which allows them to sense the auras of objects and living things around them up to a 30’ diameter. They are able to “see” when blinded or complete darkness. Everything appears translucent in form while the uruskia have their eyes closed. They are able see through solid objects.