Ursai, Bears of the North

“The captain of evil discovered himself
in a handgrip harder than anything
he had ever encountered in any man
on the face of the earth. Every bone in his body
quailed and recoiled, but he could not escape.
He was desperate to flee to his den and hide
with the devil’s litter, for in all his days
he had never been clamped or cornered like this.”

-Beowulf

Playtest Version

This material is still in the process of being playtested. It is fully usable as written, but may be refined or changed in later versions. As always, this content should only be used with GM permission.

The Ursai


Rumors from northmen occasionally tell of how even further to the north than their homelands, dwell enormous, stocky folk who resemble humanoid bears with brown, black or sometimes even pure white fur. The territory of the ursai is vast and sparsely populated, since it consists largely of tundra, boreal forests, and ice floes, so even those who pass through it would likely not come across any sign of these seasonally nomadic people. Mysteriously, though, the barbarians who encounter them often describe them as having exceptionally crafted weapons and armor, and these barbarians sometimes dub their own mightiest combatants “bear warriors” or “berserkers” in honor of these mighty neighbors.

Dwellers of the Arctic

The ursai live in conditions humans would find extremely inhospitable even for the well prepared. Insulated by dense fat and thick fur, they can not only live in intense cold, but can even swim in half-frozen rivers and seas without discomfort to catch fish and other prey. While favoring protein, they are very flexible omnivores and can live just as well off of berries, roots, and seeds. Their culture and religion strongly emphasize the importance of banding together for survival, as even for folk as well adapted to the region as they, a solitary existence is exceedingly difficult, as strange monsters, giants, and dragons sometimes prowl these areas.

Dwarven Trade

Sheltered from the extreme cold by living in the roots of the mountains or deep underground, the ursai have another neighbor, the dwarves. The far northern dwarven holds have a thriving trade for the resources ursai can gather from the surface, such as massive barrels full of frozen fish or oddities like sky-iron, and in return sell exceptionally crafted equipment to the bear folk. Most ursai who travel to more populated climes do so not by passing south through barbarian lands, but by traveling with a subterranean dwarven caravan to another hold, and then out to the surface from there.

Ursai Names

Ursai have a given name (and sometimes a middle name) and one or more parental names, which consist of a parent’s name appended with a suffix such as -son, -arson, -uson, -sson (son of); -dottir, or -sdottir (daughter of); or -barn or -sbarn (child of).

Masculine Names: Adalbert, Bothvar, Draupnir, Einar, Gunnar, Hrimnir, Jon, Karl, Laevateinn, Narfi, Ragnar, Skorfnung, Thorbjorn, Tyrving, Vidar, Ymir

Feminine Names: Aesa, Asleif, Berglind, Eirika, Freydis, Geirrithur, Hella, Judit, Kristborg, Mjoll, Nina, Olga, Reynhildur, Sigurdora, Steinlaug, Triggvina, Valkyrja


New Species: Ursai

    Common Personality Traits: Communal, survivalist, fond of dwarves
    Common Physical Traits: Tall, fat, fine arms and armor
    Type: Large (2×2) biped folk with a Reach of 1. Your maximum wounds equal your Constitution score x 1.5 (rounded down).

  • Attributes: +2 Constitution, -2 Dexterity
  • Base Speed: 30 ft.
  • Cold-Loving: You gain Cold Protection III (ignoring Extreme Cold III and reducing the effects of Extreme Cold IV). (Extreme conditions rules can be found [here])
  • Acquired Skills: At Career Level 1 before spending skill points you gain 2 ranks each in Athletics and Survival even if they are not Origin or Class skills for you. Each time you gain a level, before spending skill points you gain 1 rank in the lower of your Athletics or Survival skills (your choice in case of a tie).
  • Natural Diver: At Career Level 1 before spending skill points you gain 1 additional rank in Athletics and you may hold your breath for a number of minutes equal to your Constitution score.
  • Damage Vulnerability: You suffer 1 additional damage per die from Heat damage and are sickened for a number of rounds equal to 1/2 any Heat damage taken (rounded down). If you suffer continuous Heat damage — such as from the environment — you are sickened until you escape the source of the damage.

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