

Shifted (Left) and Unshifted (Right).
A lycanthropic man from somewhere in the Medweda Empire. He's kind and friendly, but can be quite spicy once the wolf comes out. He's shown no mercy towards criminals, bandits and those who willfully hurt others, and sometimes speaks oddly whenever ancient technology comes up. Has a unique connection to the yellow moon, Hanina and the goddess Sehanine Moonbow.
After a fateful encounter with the Archmage Wagner Shatterhorn, who he asked to look into his mind, Volk now has an almost frightening certainty that he may actually be from the time before The Great Wasting, and may be more than 2100 years old. This fear was made even worse with the revelation that he has the Forest Garnet embeded in his chest, and is, under an illusory body, actually a more-or-less undead monstrosity of leaf, vine and bone, and after fateful dream, woven by The Dreamweaver, he also believes that the woman from over 2100 years ago, who embedded the Garnet into his chest in an effort to save his life, is still alive, somewhere in The Feywild, and hopes to seek her out someday.
Played by Kal
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people's elk herd.
A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.
Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
Not every member of the tribes deemed "barbarians" by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don't have to.
Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
(Prerequisite: Volk Lesnoy)
Something happened to you and it has changed you forever. Your creature type is still humanoid, but detects as both undead and fey when using effects and spells that detect creature types. Additionally, you gain the following benefits:
- Once per year, If you die, you return to life 24 hours after death, with your original body disappearing into a mass of autumn leaves that are swept away by the wind. You reform within 1 mile of the place of your death on a bed of spring flowers at a spot determined by the DM. If your equipment was also destroyed, you do not regain it. If you already died within the last year, your body remains intact until a full month has passed, after which it once again disappears in a puff of autumn leaves, returning you to life within 1 mile of the place of your death once the year is up. Until this happens, you can be resurrected using normal spells that return creatures to life. A Reincarnate-Spell will always return you to your original form, and all spells that bring you back to life recharge this ability, as long as they have been cast by a Druid or Ranger. A Gentle Repose spell will prevent his body from disappearing, and reset the time until it does after the spell has worn off.
- You know the distance and direction between you and a creature you pledged to defend. This awareness fails if the creature is on another plane of existence.
- You immediately shift whenever you enter a rage.
| Role | Entry | Location | ||
|---|---|---|---|---|
| Friend and former boss | Limni Diluvi | |||