Fenrirborn (4e Race)
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A race of humanoids that can call upon the spirits of the wild to take the shape of wolves
|Average Height: 5'5"-6'1"|
|Average Weight: 125-190 lbs.|
|Ability Scores: +2 Charisma; +2 Strength or +2 Constitution|
|Speed: 7 squares|
|Skill Bonuses: +2 Nature, +2 Perception|
|Wolf Speaker: You can communicate with natural and fey wolves.|
|Hunter: You gain a +2 racial bonus to Perception checks made to track creatures.|
|Frost Touched: You gain a +2 racial bonus to Endurance checks made to resist cold enviroments|
|Fenrir Blood: You can use lycanthropy as an encounter power. You are considered a shapechanger for the purpose of effects relating to that keyword. While in your wolf form, you can use Rending Attack as an At-Will power.|
|“||Your lives are hard, you shouldn't need to worry so much about hunting||”|
|—Fenrir, Book of Ice|
Humanoids from the north who have made a pact with a god to take the form of wolves. They have humanoid forms but retain many of their wolf-like qualities such as low light vision. They are always ready to defend their packs from any threat, be it a tribe of goblins, or a very angry red dragon the Fenrirborn will always fight to the last.
Play a Fenrirborn if you want...
- To turn into a wolf
- To be a member of a proud northern nation
- To fight tooth and nail to protect your allies
- To be a member of a race that favors the Barbarian, Ranger and Warden classes.
Fenrirborn look like humans, elves, or half-elves except they have small fangs and claws. They are between 5'5" and 6'1" and weigh between 125 and 190 lbs. Their skin can be pale, tan or anything in between. They have hair color that is like wolves, brown, red, black and there are some gray haired youth. Their eyes are like wolves again, blue, brown, green or amber. All males have facial hair regardless of which humanoid form they have.
Fenrirborn wear cloths and armor that are dark colors to help stay warm in their humanoid forms. They also wear cloths that have fur from wild animals, the most common being deer, and the most expensive being rabbits because of their size. Wolf fur is only awarded to heroes, Jarls or outstanding citizens. Because of the cold, metal armors generally aren't worn. For extra protection, armor can be enchanted to resist physical or magic attacks.
Fenrirborn generally live slightly longer than humans, most living until they are 85, with 100 being of venerable age
Playing a Fenrirborn
Fenrirborn generally behave like wolves, seeing in terms of their pack and prey. Most Fenrirborn form packs with their family, but if one joins the military, then they have a pack with their brothers and sisters in arms. Fenrirborn belong to a clan, which is governed by a Jarl. Each Jarl serves the High King of all of the Fenrirborn who is chosen based on merit. If a Fenrirborn joins with adventurers, then they will still act to bring honor to their clan and the Jarl. Unlike wolves, Fenrirborn tend to prefer solitary fighting styles and lean towards a striker role.
The Fenrirborn are protective of anything that they own or are related to. If a friend is insulted, a Fenrirborn will come to their aid. Likewise, they refuse to back down from a challenge to their own honor. Fenrirborn also believe strongly in their own morals and will refuse to walk away from a situation that they believe goes against those morals.
The Fenrirborn grew in number quickly and took control of previous dwarf controlled lands that are bordered by wild tribes such as orcs and gnolls. The Fenrirborn worked and have developed new forging techniques that have improved their blades and crossbows because of the dwarf forges and resources. The Fenrirborn are almost constantly at war with one of their neighbors but do not hold grudges against the dwarfs and will trade with any who come into their lands, as compared to the practice of shooting orcs and gnolls on sight.
Fenrirborn believe that they are descendants of their god Fenrir who is the god of snow, death and the moon. They all know that they revived their wolf sides from Fenrir and hold festivals when the moon is full celebrating him. The god opposite to Fenrir is Erlking, who represents the wilderness, steel, and water. The Fenrirborn don't see their gods are good or evil, but as creatures with their own motives who often act for the benefit of the world. Fenrir and the Erlking both work to prevent demons from entering into the world according to the Fenrirborn myths. The third major goddess is the Lady of Sorrow, who rules the underworld and is the keeper of secrets. Her actions fall in line with the ballence of power and will act with and against Fenrir and the Erlking.
Fenrirborn Characteristics:Agile, bold, fierce, loyal, predatory, proud, stubborn, wild
Male Names: Beowulf, Conan, Lyulf, Ran, Raulf, Wolfgang, Zev
Female Names: Adolfa, Ayame, Larentia, Louve, Rudi, Tate, Zeeva
Three sample Fenrirborn adventurers are described below.
Louve is a female Fenrirborn ranger. She lived with her brothers who went off to join the war. She became a scout to help out her country. While at war, her brothers were murdered in combat by another scout. Due to mistaken identity, she was kicked out of the service and her brothers' killer still serves. Louve has sent out a plea to anyone willing to help her clear her name and catch a murderer. But since she has nothing left for her at home, she is also looking for a new group to belong to.
Zev is a male Fenrirborn rogue. He looks to find his own path in life before he is bogged down with working his family's farm. When he told his parents of his plan they agreed and gave him his first sword. Unfortunatly, he didn't have good luck on his first exploration and lost his main weapon while fighting a dragon. He did manage to steal some gold before he had to run, and he is willing to pay anyone kind enough to help him locate his sword.
Zeeva is a female Fenrirborn fighter. After serving in the military, she was named a hero and has since retired. She decided that farm life and military drills are too routine and wanted something less predictable. While looking for a new sword after a run in with a pack of Gnolls, she found a treasure map leading to an abandoned mine in the Whiterun Mountains. She has posted a notice for anyone willing to help her find said treasure.
|Cawl Heritage||Your melee attacks are more effective|
|Dire Heritage||You come from culture that emphasizes the primal side of your Race|
|Dracon Heritage||Your blood is filled with the ancient power of dragons.|
|Greater Lycanthropy||Your wolf form is more powerful|
|Half-Breed||You come from two heritages and show some of your parent's traits|
|Ize Heritage||Your affinity for cold has granted you greater defenses against it|
|Luns Heritage||Your clan background gives you stronger healing skills|
|Mags Heritage||You gain power after you hit with a magic spell|
|Rec Heritage||You are a child of the Recs, known for their ingenuity|
|Wraith Heritage||You are more resistant to opportunity attacks|
|Grand Lycanthropy||You heal more quickly while in wolf form|
|Uber Lycanthropy||Your hunting prowess allows you to move silently through the battle field.|
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