Level Adjustment: +1

Standard Racial Traits

  • Ability Score Racial Traits: Weren are powerful and sturdy individuals who lack the finer motor controls of other races. As a result they gain +4 Strength and +2 Constitution but suffer -2 Dexterity.
  • Less Skilled than Humans: Weren receive 4 fewer skill points at level 1 and 1 fewer skill points at every subsequent level.
  • Size: Weren are Large size and suffer a -1 size penalty to Defense and a -1 penalty on attack rolls for being large-size creatures. Weren also suffer a -4 penalty to Hide checks due to their large stature. They do however for the same reason gain a +4 to grapple checks and can carry twice the weight of a human of the same strength.
    Weren must use two hands to wield a Huge size weapon, and light weapons for them are Medium-size.
    Weren occupy a 5×5 foot fighting space and have a natural reach of 10 feet.
  • Base Speed: Weren have a base speed of 30 feet.
  • Languages: Weren possess the ability to read, write and speak the Weren language.

Feat and Skill Racial Traits

  • Natural Camouflage: A weren’s fur shimmers and changes color to match his surroundings. Even in an urban setting, this natural camouflage helps the weren blend into the background. If the weren doesn’t take more than a 5-foot step on his turn, he gains a +4 bonus on his Hide checks. (This bonus offsets the weren’s -4 size penalty on Hide checks.)

Offense Racial Traits

  • Claws: A weren has retractable claws that can be used in combat. (Extending or retracting the claws is a free action.) A weren can make one claw attack per 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 does not provoke attacks of opportunity.

Senses Racial Traits

  • Low-light Vision: A weren has low-light vision. He can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. He retains the ability to distinguish color and detail under these conditions.

Armor and Weapon Restrictions

A weren cannot wear armor designed for other species. Weren armor is larger and costs more than similar armor sized for a medium-size character; increase the purchase DC of weren armor by +2.
Weren cannot effectively wield Small or smaller weapons.


Weren are the largest encountered sapient form of life within the Stellar Ring often reaching a height of eight feet and a weight of 375 lbs. Both sexes (male and female) often reach these proportions, with males being slightly larger. They are hearty creatures that have the ability to reach well over 150 years of age, but rarely do because of the race’s warrior mentality.

Weren are all covered in thick fur that has color-changing abilities that enable the race to blend better with their habitats. This reaction is automatic and not controllable. Razor-sharp claws can be extended from a weren’s fingers and toes to be used as weapons. Male weren sport tusks that grow from their lower mandible upwards, and while they serve no modern purpose, they can be sense of pride and adorned with precious metals and jewels.

Child Young Adult Adult Middle Age Old Venerable Maximum Age
10 20 40 90 130 170 170+2d20
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 7 ft. 3 in. +3d6 inches 300 lbs. +(3d6×9 lbs.) (327 – 462 lbs.)
Female 7 ft. 0 in. +3d6 inches 275 lbs. +(3d6×9 lbs.) (302 – 437 lbs.)


When the weren were first encountered they were embroiled in a planet-wide arms race fueled by the discovery of gunpowder. After human contact though the species rose out of the dark war-fueled period in their past into a renaissance of ideas and philosophies that centered around the weren’s place in the universe. While many clans still held deep blood-feuds with each other the race as a whole had matured to a point of mechanical invention and deep ideological debate.

The weren of Kurg were invited to join the Orlamu Theocracy with a promise that humanity would never involve themselves in Kurg politics or attempt to change weren society uninvited, they would only offer those interested the opportunity to explore the vastness of space and become one with a galactic citizenry.

Most weren became enamored with the concept of off-world adventure and left Kurg. Weren have stepped out into the galaxy and been recognized for both their physical prowess and their deep and inquiring nature with which they seek to better understand the nature of the universe. In order to do this though young weren must pay their way off world and often find themselves conscripted to the Orlamu military to pay off the debt.


The weren home planet of Kurg stands apart from Olamu jurisdiction and instead is ruled by a council of individuals sent from the different clans of each region. The council makes decisions for the whole of Kurg society and brings weren-wide issues to light within the Orlamu Theocracy.

Those weren who have chosen a life among the stars have either become a citizen of the Orlamu Theocracy or migrated and found refuge, employment and citizenry within another of the stellar nations. These weren are almost always welcomed home to Kurg, so long as they can prove clan heritage and prove their honor in combat.


Ancient weren beliefs have evolved into modern society as a form of animism where mystics offer prayers to the spirits and threaten hexes upon their enemies. Ceremonial bloodletting, ritual sacrifice and drunken spirit quests serve as the backbones to the core belief system. Followers of this faith are called “Reckoners.”

When the Orlamu Theocracy first made contact with the weren, they brought with them their belief in the Divine Unconsciousness which resides within drivespace. Many weren have transformed their belief into what the Orlamu now call the Weren Heresies. Within this new form of worship the weren see the Divine Unconsciousness as a living and thinking god who must be appeased in fear of divine reprisal upon the weren peoples. Most weren do not agree with the original Orlamu belief that the Divine Unconsciousness is merely a silent force with infinite complexity that a mortal individual must strive to understand.


The weren language is composed of harsh guttural sounds and is quite simple for most races to replicate. Some of the concepts that other races grasp easily had no direct equivalent until weren joined the galactic community, such as; surrender, diet (self induced rationing), and pacifism. Other concepts are even more pervasive, having dozens of meanings, such as; blood (that which runs through one’s veins vs. that which binds clans vs. that which you sacrifice vs. that which you spill from your enemy) and honor (personal vs. clan vs. that which is not one’s own.)

Weren names consist of a cub name (given by parents) which is replaced by an earned name during puberty after a great battle or accomplishment (usually given by a clan leader). Each weren also possesses a clan identifier that is only given among other weren to identify clan honor and rivalries.

Example Names: Kalden (Red Graat Clan), Krela (Burning Claw Clan), Tretal (High Mountain Clan), Paagtrel (Longrot Clan)


Weren culture is centered around might making right and strength being the determining factor in conflict. Concepts such as truce and negotiation are newer concepts to the weren, although they are catching on. Clans are led by priests, patriarchs or matriarchs (weren have no difference in male vs. female leadership) and inherited by heredity. When a power vacuum form, it is up to each individual to outshine all the rest in personal combat for supremacy.

The major leaders of Kurg all reside within cities, and must deal with xenophobic barbarians that reside in the harsher climates of the planet. These barbaric weren refuse contact with alien species and view them as nothing more than new game to be hunted.

Weren law is fluid in nature being whatever a clan’s leader sees as right. Diplomacy between clans can become a tricky concept when each clan sees “right” and “wrong” as different things. This leads to ongoing conflict that will likely not see a resolution in this or the next century.


Weren technology is a fusion of early industrial era machinery with late-age feudal design. This is partnered with more advanced technology donated by the Orlamu Theocracy. While Kurg transportation and domestic life continue to be relics of a bygone era, many clan leaders heavily rely on their vid screens and communication equipment to stay in contact with off world clan members and issue ultimatums to rival clans.

Weren learn about new technology slowly, but can be ingratiated into modern society. And, while many modern designs in weren hands are effective, if not deadly, it is truly the odd weren who does not feel more at home with a black-powder rifle in their grip.


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