To the south is the empire of Ushad. A shadow of a previous empire whose capital is lost to the sands. The king abramelin did marry a veylari princess nam'd selara. This caused discord in the kingdom.

To the east a veylar kingdom in ruin. The queen of the east, who follows a dark path of curruption hast slain the king plunging the kingdom into chaos. The lady hast did flee into the wood nearby creating a new kingdom of trow. This has added to the unrest in Ushad.

There is great mistrust for Queen Selara, even though her heart is true. You come from the west, a land untouched by the corruption of the lands east of Ushad. For there is dark history and the Veylar have fallen from their glory.







Strength (STR) - is the primary attribute of Fighters. It dictates how much damage you do.
Wisdom (WIS) - is the primary attribute of Naturalist. It represents the unity one has with thier environment. And your sensory Awareness
Faith (FTH) - is the primary attribute of Oblates. It represents their connection to the Divine
Will (WIL) - is the primary attribute of Mystics. It is ones focus and willpower
Vigor (VIG) - is ones life force and toughness. It helps dictate your Hit Points.

Hit Points = path amounts(below) + vigor
Fighters start with 10hp & gets +6 per level
Naturalists and Oblates start with 8hp & gets +5 per level
Mystics start with 6hp & gets +4 per level

Physical Damage = STR + weapon damage + ability mod




Naturalists

Their expertice is their understanding of herblore, mineralore,anatomy and animals.
In the wild they often keep to themselves, prefering the company of plants and animals, taking roles of survivalists, woodsman, and druids. Those who do choose to settle amongst people can take the role of Witch Doctors, Beast Tamers, Herdsman, Apothecaries and Physicians. Part of a group they can make good rangers, healers, or even assassins.

Fighters

Students of combat, fighters are just as their name describes. They can be marksmen, or blademasters. Bandits or noble Knights. Fighters can become masters of various weapons. They can also become knowledgeable of anatomy, honing their strikes for increased lethality. Some more savage barbaric fighters can aquire bloodlust or go berserk.

Oblates

Those who, at least in the beginning of their journey were, part of the Holy Order. Oblates can harness their faith to be powerful Paladins or Healers. Particularly good at fighting evil spirits and undead. It is common for Oblates to have distrust for anything non human, but not all are xenophobic. They can be found in all across the land on their holy pilgrimages, although they are less common in the East. They are the only class that can use the power of bells.

Mystics


A shady lot. Through ritual and forbidden tongue they compound their will until they can bend reality, life, death and other beings to their whim. Honest enough some are simply book worms. But all too many have been seduced into a dark path of necromancy. Spending to much time in dark places with wispering shadows as company.

Their lack of combat ability is supersceded by their magnitude of skills. From healing, to cursing, to curing poisons, summoning flame and frost. Raising dark forms and even the dead.








Humans

the dominant race in ulfrolm

Otherfolk

Vey,Trolls,Eotun,Goblins
A diverse bunch. Otherfolk are the second most prolific race in Ulfrolm. They used to dominate the land, with a great empire. Cities from sea to sea.

Yahal

Wolfmen, Wolfspirit, Wolfmaiden.
There is legends of wolves, through some strange magic, that can take human form.





Attributes Paths Races