Ursine Outriders

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This is the Organization write-up. The link to the prestige class is at the bottom.

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Where the Scab meets the Culverwood, monsters intrude on fey, and dangers of one sort fight with those of another. Among those counted by humans as "noble" and "civilized," the only people who have made a home here are the dwarves.

All know that dwarves live underground, in homes carved out of living stone. But the dwarves of the Western Scab often venture out under the sky, to hunt for food or fur, to gather wood and clay and herbs, to tend small secret gardens, and to travel to other lands. Among these, some ride out to protect the others, to guard their territory and to fight intruders. The greatest among these ride mounted on mighty bears, with whom the riders share a mystical bond. All dwarves, and especially those who walk under sun and stars, honor the Ursine Outriders who protect them.

MEMBERSHIP REQUIREMENTS

o Class: The Ursine Outriders consist of the riders themselves and those who serve them. The former are all members of the Ursine Outrider prestige class. The latter include riders in training, as well as support staff -- priests, grooms, game-flushers, trackers, and others. Many of the riders begin their careers as fighters and rangers. Some dwarven clerics of Domi are drawn to the protective role of the outriders. There are vanishingly few dwarven druids and barbarians, but those few are most likely found among the outriders.

o Level: Outriders must be at least seventh level to qualify for the Ursine Outrider class. Characters of any level can join the outriders as support staff.

o Race: Almost exclusively dwarf. Exceptions require a great background explanation and the permission of the Campaign DM..

o Alignment: Any, but given the protective role of the Outriders, very few are evil.

o Deity: Domi, primarily, as the Protector. But there is no requirement.

o Deed: Joining in a support capacity requires passing an interview with three outriders and swearing an oath. Joining the outriders proper requires wrestling a bear and pinning it without killing it.

o Oath: "By gold and fruit of bees, by claw and fruit of forge, we swear to defend our homes against all threats living and dead, natural and unnatural, until we breathe our last."

o Fee: None.

BACKGROUND

o Sphere of Influence: Primarily the dwarven lands where the Scab meets the Culverwood.

o Ethos: "We never cave!" The ursine outriders pride themselves on never yielding, never giving up, never falling back. Their mocking motto also hints at their rivalry with the dwarven spelunking rangers of the underworld -- and at their tendency to avoid the deep dwarf cities far under the surface.

o History: During the Fourth Cataclysm, the dwarven homelands in the Scab were broken by earthquakes and drowned in lava. Many dwarves sought refuge, for a time, by living above ground. The Ursine Outriders were founded then to protect dwarves from above-ground threats. And after the Cataclysm, the shape of the mountains was changed. The Culverwood grew right up the western flanks of the Scab -- and the outriders found a new mission in fighting off the worst monsters of that enchanted forest. To this day, the ursine outriders keep safe those dwarfs who find reason to emerge into the sun. They defend their home lands. They deliver messages. They bring news from one dwarven enclave to another. And they escort dwarves whose business takes them throughout the Wold.

o Organization: The Ursine Outriders are disorganized by dwarf standards. Each is an individual, and like the bears they ride, they seldom work in big groups. However, there is a Lord Marshall who bows to no other outrider. The Marshall leads the outriders in battle when needed, and gives orders (some think of them as suggestions) to other riders as he sees , assigning them to one need or another.

o Headquarters: The outriders have vast caves near the surface where they rest, especially in winter, and in these places they store goods and take prisoners. Where there are no caves, they build great wooden lodges, half buried under the earth. The Lord Marshall of the outriders visits one, and then another regularly, in turn.

o Politics: The outriders try to stay above the fray of politics, and indeed, are mostly ignored by dwarves who never see the sun. But those who do venture into the day hold the outriders in great regard.

BENEFITS

o Prestige: In dwarven societies, outriders are respected, but some look down on those who "frolic in sunlight" and "consort with beasts." Others are grateful for the work Outriders do, and they could not hold the outriders in greater esteem. The DM may choose to give an outrider a bonus of up to +5 on Chr-based skill checks when interacting with surface dwarves who live in the Scab.

Among other races, ursine outriders are seldom seen, but nonetheless they given great respect when encountered, After all, anyone riding a bear has earned politeness, especially when the bear is wearing spiked plate armor!

o Information: The outriders are very well informed about events in the Scab and the Culverwood. But outside their limited area, they are not so worldly.

o Financial: Any outrider on active duty is given enough support to live comfortably and to maintain his gear. The actual amount is controlled by local conditions and costs.

o Special: All member of the ursine outriders, whether of the support staff or the outriders themselves, gain a +2 bonus on Handle Animal and Wild Empathy checks with bears. Support staff retain the bonus only for so long as they are active members of the organization.

Link to Prestige Class: for now, go here:

http://www.zen22251.zen.co.uk/wold/groups/ursine_prc.htm