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Lupin | 20 RP

While it's studied and argued among scholars, Lupin believe their origins to come from ties of lycanthropy and aasimars. Meanwhile, those outside of their society or younger generations of Lupin tend to believe that their species originated from ties of gnolls, aberrations and humans. Regardless of their ancient origins, Lupin do have ancient ties with lycanthropes due to being the oldest werewolf hunters known on the material plane. Having strong beliefs in community, loyalty and trust, Lupins are known to be friendly creatures, and adore social interactions especially with those outside of their tribes or specie. Due to being so upfront with their loyalty and kindness, they do become upset when such familiarity is taken advantage of or hold grudges when their trust is betrayed. If you upset one Lupin, you've upset all Lupin, so adventurers are advised to be mindful when accepting Lupin hosting.


Physical Description: Lupin are humanoids with Canidae appearances (wolf, coyote, fox, jackal, wild dogs and most rarely domesticated dogs). Their bodies are covered in fur and have paw-like hands and feet. Having digitigrade legs, their arms are more similar to that of humans. Lupin vary in size, coat colors and face shapes. They have tails varying in size and shape as well. Lupins are gonochoric with males typically being larger. Most Lupin are of medium size, but some tribes may show larger or smaller variations of Lupin.

Society: Living in nomadic tribes, each one can be made up of three to twelve packs, varying in two to ten adults with several pups or young adults. Without a single leader, Lupins practice a strict egalitarian democracy; though, the opinion of elders may weigh votes. Each year, a representative is voted and no Lupin can represent twice until all adults have at least represented once in their tribe. This representative is then sent to a meeting with other representatives from neighboring Lupin tribes. This meeting is called the All Howl and can involved others than just representations. Besides being a place for representatives to discuss important matters, younger Lupins may take advantage of this congregation to find mates outside of their tribe. An All Howl can last from a few days up to three weeks, depending on what subject matters need to be discussed. In the later days, the All Howl shifts from important meetings to wine heavy meals.

Females bear most of the child rearing and typically have anywhere from 3-6 pups. Unfortunately, many Lupin tribes face societal and environmental hardships, so it isn't uncommon for a family to experience the loss of one or more of their pups. It is believed that when a sibling is lost, their send their energy into their other siblings to help them push through the harsh upbringings the land puts on their people. When a Lupin comes to age, they take a journey with the elders of their tribe on hunting trips that lead up to the All Howl, where they will howl with their own and other tribes as a mark of the All Howl starting. Lupins that come of age are marked with herbal necklaces and white ash put around their face or muzzle to represent growing older.

With werewolf hunting, when there's a rise in these hated lycanthropes, Lupins are typically the first and driving force fighting against such monsters. Many kingdoms and villages may go on without the knowledge of ever knowing that they have never seen lycanthropes thanks to Lupin tribes. The custom of hunting lycanthropes comes from the belief Lupins hold that they are, in simple terms, 'redeemed lycanthropes' that were able to regain their sense of self through rigid practice in the good alterations of the stars. They have deemed it their species duty to rid of evil lycanthropes that take advantage of others or the land.

Is Oscine, Lupins are a very rare sight to see. Since any Lupin that were born here, likely had parents that were deemed outcasts or criminals from their own main land tribes. Due to this, they do not have strong ties to their culture from the mainland, and instead may hold values that are considerably opposite of their main land ancestors. Many stick to immediate family or found family, and often are seen within crime groups. While they still tend to be loyal and hard-driven individuals, they lack respect for elders or the importance of building up a village.

Relations: Majority of Lupin see no reason to not get along with any species as long as they respect them. With that in mind, Lupin in Oscine may grow grudges against groups or species more vigorously compared to other species as it is in their nature to not easily trust those who break it. Other species may see Lupin as naive or dimwitted due to their typical friendly nature. Many, though, can respect their kindness and often find loyal, life-long friends in this species.

Alignment and Religion: Many Lupin tend to lean into lawful alignments, having strong ties to community and trust as well as generosity and pity for the less fortunate, but also will hold grudges and refuse aid to those who have wronged them in the past. Chaotic and evil alignments are rare and often are found within outcasts of Lupin society.

Adventurers: After their first All Howl, many Lupins may find the travel out of their village to be a wake up call for something more or out of necessity due to becoming an outcast. In Oscine, Lupins may have a similar reasoning if their family holds All Howls. If not, Lupins may feel a draw to adventure for the sake of helping others, getting out of a bad home or simply need a change of pace.

Names: Before Lupins can speak or understand the concept of having a name, parents may give their young simple nicknames that derive from family names. These nicknames are typically syllables or the names split up with two to three letters to make short, simple names. Then, when a Lupin comes to age, they are presented with names of their family, typically their parents and grandparents. Hyphened, the parents typically offer the order of names in preference of how it sounds. For example, if a Lupin's grandparents names are Jhu-Hun or Grun-Tyn, their name could be Jhu-Grun or Tyn-Hun or similar rearrangements. More variations can be added if their parents names are added (not common). Male names typically have 'oo' sounds while female names have 'ah' sounds. Both names can have 'nn' sounds, and such names may be found with nonbinary Lupins.

Male Names: Jhu, Grun, Tyuun, Hun, Buuhgrun, Tun, Fyruun

Female Names: Yha, Tahn, Ahnah, Nyha, Dahta, Bhanah, Fynaah

Racial Traits

Ability Score Modifier: Lupin gain a +2 Strength, a +2 Wisdom, and a –2 Intelligence.

Type: Monstrous Humanoid

Size: Medium; can be other sizes

Speed: 30 ft.

Language: Lupin start with Common and Lupin. Lupin with high intelligence can select from the following: Celestial, Draconic, Elven, Giant, Infernal, Roug, Sylvan. Lupin with high Intelligence scores can choose from any of these additional languages. If the Lupin originates from Oscine, swap Roug for Abyssal.

Random Starting Ages
AdulthoodIntuitiveSelf-TaughtTrained
20 years+4d6 years+6d6 years+10d6 years
GenderRandom Height and Weight
Base Height (Long)Height Modifier (Long)Base WeightWeight Modifier
Male5 ft. 8 in.+2d10 in.140 lbs.+(2d10×5 lbs.)
Female 4 ft. 11 in.+2d10 in.100 lbs.+(2d10×5 lbs.)

Defense Racial Traits

Ancient Foe

  • Benefit: Against human, shape changer (lycanthropes), Lupin gain a +2 dodge bonus to AC against monsters of that type and a +2 racial bonus on combat maneuver checks made too grapple creatures of that type.

Battle-Hardened

  • Benefit: Members of this race gain a +1 bonus to CMD.

Sociable

  • Benefit: When members of this race attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

Feat and Skill Racial Traits

Craftsman

  • Benefit: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.

Gift of Tongues

  • Benefit: Members of this race gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Movement Racial Traits

Fast

  • Benefit: Members of this race gain a +10 foot bonus to their base speed. Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack.

Offense Racial Traits

Bite

  • Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.

Senses Racial Traits

Scent

  • Benefit: Members of this race gain the scent ability.

Race Point Cost
  • Monstrous Humanoid (3 RP)
  • Normal Speed (0 RP)
  • Abilities Standard (0 RP)
  • Language Standard (0 RP)
  • Battle-Hardened (4 RP)
  • Scent (4 RP)
  • Craftsman (1 RP)
  • Gift of Tongues (2 RP)
  • Fast (1 RP)
  • Bite (1 RP)
  • Sociable (1 RP)

Race converted from the DnD 3.5e race Lupin with alterations.


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