Uldra

Primary Deity: Urzaak
Favored Class: Druid or Ranger
Primary Environment: Ice Roads, Shivering Plains, Spike Island, Black Ice Glaciers, Sapphire Hills, Urzaak’s Bed
Primary Alignment: Chaotic Neutral (Evil are more common than good)

Uldras are small fey that dwell in the arctic wilderness, living at peace with the natural world. In particular, uldras are quite fond of the wild animals of the world, and see themselves as the guardians and protectors of such creatures, especially in cases where civilization encroaches. Although they generally prefer to avoid conflict, they are quick to rise in the defense of local wildlife.

Physical Description:
Uldras are short and thin, standing anywhere from 2-1/2 to 3 feet tall and typically weighing 30-40 pounds. They are fairly long-lived, rivaling the elves for longevity. An uldra becomes an adult at approximately the age of 100, and can live to be more than 600 years old. Their limbs are long and thin, and each of their hands possesses three long fingers and a thumb. Their toes are also long and thin, with long sharp toenails. They tend to walk or run on the balls of their feet or their toes. Uldra skin is generally pale blue or even snow white. Hair color is typically some darker shade of blue or black, frosting to gray or light blue in advanced age. Their ears are large, but their nose, mouth, and chin are fairly small, giving their faces an expressive but undeniably alien look. The most startling feature about the uldra’s visage, though, is its eyes; an uldra’s eyes are quite large and colorful, and can be nearly any color (and often have two or three hues). Combinations of green, gold, and red are the most common. In the dark, their eyes seem to glow with a soft light. They prefer to dress simply in rustic clothing, and often eschew clothing altogether. The major exception is hats; uldras have a deep love of hats (especially pointed hats) and it’s rare indeed to see a hatless uldra.

Society:
Uldras are exceptionally emotional creatures, and their reactions to new situations are always powerful and expressive. An uldra can be laughing with joy one moment, screaming with rage in the next, and then be calm and serene a moment later. To an uldra, these ever-changing mood swings are natural and logical, but they often project a feeling of insanity to more civilized people. Nothing brings joy to an uldra’s heart more than watching, playing with, or helping wild animals. They find domesticated animals to be depressing and enraging, and often stage midnight raids on villages to “rescue” cows, dogs, and other domesticated animals by kidnapping them and helping them to return to their wild roots. Uldras have a strong dislike of cities and civilization in general, and many of them take it upon themselves to harass and annoy travelers and other obviously city-bred folk they encounter.

Unlike humanoid races, uldras have little interest in building cities. They dwell in natural caves, hollow trees, dense thickets, or icy glacial tunnels or spires, finding comfort and shelter as they can. They tend to live in small groups of three to six family units, with about six uldras per family. Their lives are nomadic, and their society anarchic. Leadership, when necessary, is usually assumed by the loudest or strongest, and even then only lasts for a short time. Nothing breaks up uldra families faster than oppressive direction by a single overbearing authority figure. Uldras are ferociously territorial, and usually react violently to any attempt to cultivate or alter natural regions by civilized races. They are less antagonistic toward explorers, wanderers, travelers, and adventurers, although if such creatures penetrate too deeply into lands held sacred by uldras they are often the target of ambushes. Once in a great while, a group of uldras become seized with a powerful form of wanderlust, an irresistible urge to seek out new realms of nature beyond the tundras and glaciers and taigas of their ancestors. These uldras travel for many months, often years, following an almost terrifying obsession to find a new location to settle. These sudden urges to wander are known to uldras as homecomings, for upon arriving at the location that they have been mysteriously drawn to, uldras have a strong sense of belonging and ease. It’s generally thought by uldras that a homecoming affects a particular family when a part of the natural world is endangered in some way, and this spiritual call for aid is answered when a new uldra family arrives to take the needy region under its care. Uldras usually settle in arctic regions after following a homecoming, but it’s not unheard of for uldra homecomings to draw them to temperate or even tropical regions. Sometimes, an uldra family forges an iceheart to keep their new home at a more comfortable temperature, but for the most part temperate- and tropical-dwelling uldra families disband within six months.

Uldra

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