Vulshok (4e Race)

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Vulshok[edit]

Natives of a plane forged entirely from metal, the Vulshok are a hearty and proud race of metallic humanoids.

Racial Traits
Average Height: 4'9 - 7'3
Average Weight: 100 - 300 lbs
Ability Scores: +2 Constitution, +2 Strength, or Wisdom
Size: Medium
Speed: 7 squares
Vision: Normal
Languages: Common, Deep Speech
Skill Bonuses: +2 Endurance, +2 Athletics
Iron Fist: You gain an additional bonus to damage rolls with force, fist weapon or unarmed powers equal to your Constitution modifier
Volley of Burning Ore: You can use Volley of Burning Ore as an encounter power
Elemental Origin: You are an elemental for purposes related to creature origin.


Volley of Burning Ore Vulshok Racial Power
From your arm of jagged metal you send shards of heated ore at your opponent.
Encounter Star.gif Fire
Standard Action Ranged 10
Target: One creature
Attack: Constitution + 4 Vs. AC
Hit: 2d4 + Constitution modifier fire damage.

  • Level 11: Constitution + 6; 4d4 fire damage.
  • Level 21: Constitution + 8; 6d4 fire damage.


The Vulshok are a race of Metallic 'Humans' originating from the Elemental plane of Mirrodin, where everything is made of some form of metal. The Vulshok are the preeminent blacksmiths of Mirrodin; they salvage iron from the rich mountains of their home, as well as from the more dangerous wildlife, to create weapons and armor of great quality. The Vulshok are also renowned sorcerers specializing in battle magic, such as offensive bolts of lightning, magnetic weapons that return to their owners, or the summoning of hostile elementals. The details of their religion are unknown, but they perform fire rituals in remembrance of the rising of their world's red sun.

Play a Vulshok if you want...

  • To be a race of honorable, metallic beings.
  • To be able to blast your foes with ore in times of need.
  • To be an extremely durable character.
  • To be a member of a race that favors the Geomancer, Runepriest, Warlord, or Shaman classes.

Physical Qualities[edit]

Many Vulshok of both sexes are large and powerful, with muscular frames and thick, tanned skin. Dull iron spikes jut from their heads, shoulders, and other parts of their bodies, giving them a degree of natural armor. Their hair, if they have any, resembles flexible metal wire. Vulshok wear little clothing, usually only iron-studded tunics or loincloths.

Playing a Vulshok[edit]

Vulshok are incredibly, if not ridiculously, proud. They cannot stand to be insulted, and there is no hope for survival to anyone who insults the Vulshok as a whole. However, to balance their pride and arrogance, they are also very wise in a way. Many Vulshok, old and young, have turned cowards into champions, weaklings into conquerors, and idiots into wise-men and mages of no small caliber. In the case of cowardice, which, ironically, they fear the most, they have a name for those whose terror overwhelms them: 'Fresh Meat'.

Vulshok Characteristics: Proud, Wise, Noble, Honorable, Decisive, Arrogant, Turbulent.

Male Names: Agvas, Argen, Beloth, Boulder, Duma, Ebraan, Ezdrid, Farris, Galoth, Gonganon, Hebdur, Hejos, Igrog, Ixod, Khal, Koth, Magdahar, Oxxid, Ragna, Rulna, Tarrin, Zethos.

Female Names: Ava, Arya, Beliri, Dalo, Enara, Ezdrid, Fallia, Gyra, Habor, Ijana, Khali, Korva, Mirana, Onyx, Oxxida, Trinu.

Vulshok Adventurers[edit]

Three sample Vulshok adventurers are described below.

Duma is a Vulshok sorcerer who follows the path of Storm Magic. As a child, Duma was very weak and sickly, but the elders of his tribe saw that he had promise. Within him, they saw a hidden reserve of magic that was naturally attuned to the destructive power of the sky. However, it was dormant to the point of being nonexistent, and when they tried to release it, Duma obliterated them. To make amends for leaving his tribe without the Elders' wisdom, he has joined a band of adventurers to find something that could help.

Koth is a Vulshok who has a natural talent for Geomancy. Coming from a prosperous and strong Vulshok tribe known as 'the Hammer', he has had a relatively peaceful life, save the occasional rampaging elemental or beast. One day, after returning from a short journey, he found much of his tribe to be afflicted with some sort of terrible plague, turning them into monstrous beings. He took the shattered remnants of the untouched and fled, hiding his tribe in a faraway sanctuary. Now, Koth seeks to cure this plague, which continues to afflict his homeland, and he has the aid of powerful mercenaries this time.

Mirana is a Vulshok Shaman and patron of the Bulette spirit. The Bulettes of her home, being made of metal, are incredibly strong and powerful beasts, and are sometimes used by her tribe as mounts. Soon after her promotion to the status of Elder, the Bulettes in her region went inexplicably mad, devouring and destroying anything that moved. Distraught, Mirana fled from her home, only to discover that as soon as she did, the creatures became calm once more. Thinking that she caused the event in the first place, Mirana never returned, and now seeks a way to remove whatever strange curse has made her do this.



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