LUPINS
LUPINS
LUPINS
Humanoid creatures covered in fur with canine heads, the lupin dominate the
steppes and forests where their nomadic packs roam. Their culture is built around
honour, loyalty, and friendship, but woe be to those who cross them with deception
or steel.
Contested Histories. The origin of the lupin race is a topic that not even the
lupin themselves can be certain of. The oldest tales of lupin packs speak of a time
where the lupin and werewolf races were one and the same, however, the lupin
descend from lycanthropes who cast off the chaos of their monthly murderous sprees
in order to become somethign more. A sophisticated race, fully in control of both
body and mind. Other lupin scholars have more recently proposed a radical theory
based on what little written history of the lupin people exists. This new theory
suggests that the lupin race came from a union of humans and gnolls, and that early
lupins became famed werewolf hunters in order to prove to their fearful human
neighbours that they indeed were not werewolves. The objective truth may never be
truly known as the vast majority of lupin culture is passed down orally, and therefore
the question lingers still.
Werewolf Hunters. Lupins are experts in the field of hunting lycanthropes,
specifically, werewolves. The act of hunting and killing werewolves has always been
of great significance and bears a nearly spiritual significance amongst the lupin
packs. Once a child reaches maturity, they are immediately taken into the fold of
lupin hunters and taught the ways of hunting werewolves following an initiation rite
known as the Moonset. Werewolves are seen as a mockery of lupin kind. The death
and destruction they spread reflects poorly on lupin communities, as many other
races often mistake lupins for werewolves from a distance. The murderous
tendancies of werewolves also goes directly against the friendly and charitable
outlook held by most lupin communities, and as such, werewolves are seen as
abominations which must be destroyed.
Nomadic Packs. Lupins typically live in communities consisting of three to
fifteen packs consisting of two to twelve individuals (and several pups). These
communities practice strict egalitarian democracy and usually operate without an
individual leader, though elders in the community can often sway the votes of
younger members. Once per year, the overall community selects a representative
from among the packs’ elders as a spokesperson. This post is only ever held for one
year and cannot be selected again until an elder from every other pack in the
community has acted as spokesperson.Once per year, the selected spokesperson and
any of the youths within the community who wish to go travel to a gathering of other
lupin representatives from nearby communities called a White Howl. This White
Howl acts as both a meeting for important discussion among the elders and as a
chance for young lupins to find companions from outside the community in an effort
to intertwine the overall lupin people with bonds of friendship, rivalry, and love.
Once the important aspects of the Whit Howl have been attended to, it often turns
into a three week long celebration.
The Eternal Flame. Each lupin community is liable to wander within their
territory to a degree, however, they do construct villages composed of wooden
longhouses typically built in a radial pattern surrounding a public space. In the
centre of this space, the lupins maintain a continuous flame known as a bg’tyr. Even
when the tribe moves from its village to wander for long periods of time, a single
member of the community, usually an adolescent, always remains behind to tend the
flame and ensure it doesn’t go out. These individuals are referred to as flame keepers,
and often grow up to prominence as one of the lupin communities’ spiritual leaders.
Ah’flir. The week of the full moon is an important and sacred time for lupins.
During the three days when the moon is brightest, accomplished lupin werewolf
hunters (called hruffs) from all the packs in a region gather together and form a
temporary pack of their own called an ah’flir. These ah’flir packs have the specific
purpose of hunting down and killing as many lycanthropes as possible, especially
werewolves.
Lupin Hruff
Medium humanoid, lawful good
STR 16 (+3)
DEX 14 (+2)
CON 16 (+3)
INT 10 (+0)
WIS 16 (+3)
CHA 14 (+2)
Proficiency Bonus +2
Traits
Keen Hearing and Smell. The lupin has advantage on Wisdom (Perception) checks that
rely on hearing or smell.
Expert Tracking.
The lupin has advantage on Wisdom (Survival) checks made to track creatures or objects.
Lycanthrope Slayer. The lupin has advantage on any attack rolls made against a
lycanthrope.
Pack Tactics. The lupin has advantage on an attack roll against a creature if at least one of
the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Multiattack.
The lupin makes three weapon attacks, one with its bite and two with its longsword or two
attacks with its longbow.
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 6 (1d6 + 3) damage.
Silvered Greatsword.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 10 (2d6 + 3) piercing damage.
Lupin Sylvar
Medium humanoid, lawful good
STR 14 (+2)
DEX 16 (+3)
CON 16 (+3)
INT 12 (+1)
WIS 19 (+4)
CHA 15 (+2)
Proficiency Bonus +3
Traits
Keen Hearing and Smell. The lupin has advantage on Wisdom (Perception) checks that
rely on hearing or smell.
Expert Tracking.
The lupin has advantage on Wisdom (Survival) checks made to track creatures or objects.
Lycanthrope Slayer. The lupin has advantage on any attack rolls made against a
lycanthrope.
Pack Tactics. The lupin has advantage on an attack roll against a creature if at least one of
the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Multiattack.
The lupin makes two weapon attacks, one with its bite and one with its quarterstaff.
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) damage.
Quarterstaff.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) bludgeoning damage.
Quarterstaff (Two-Handed).
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 6 (1d8 + 2) bludgeoning damage.
Spellcasting.
The lupin is a 14th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to
hit with spell attacks). The lupin has the following druid spells prepared:
Lupin Features
Ability Score Increase. When determining your character’s ability scores, increase
one score by 2 and increase a different score by 1, or increase three different scores by 1.
Age. Lupins mature at about the same rate as humans, except that they reach adulthood
in their early teens. They typically live to an age between 80 and 100 years.
Size. Lupins are roughly the same size as humans, but tend toward a sturdy build. Your
size is Medium.
Alignment. Their strong belief in community, loyalty, and trust mark lupins as highly
lawful creatures. Generosity and pity for those less fortunate also define many of the
lupin cultural values, however, they are known to hold grudges and and often refuse to
aid those who have wronged them in the past. Most lupins tend to be lawful good or
lawful neutral, though there are always exceptions.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and
in darkness as if it were dim light. You can't discern colour in darkness, only shades of
grey.
Lupine Senses. Whenever you make an ability check that relies on hearing or smell,
you are considered proficient with the skill. You have advantage on any ability check you
make to track a creature or object.
Bite. Your jaws are a natural weapon that you can use to make melee attacks. On a hit
your bite deals piercing damage equal to 1d6 + your Strength modifier.
Fierce Loyalty. When a creature you can see attacks a target other than you that is
within 5 feet of you, you can use your reaction to make the attack target you instead.
Languages. You can speak, read, and write Common, Lupin, and one other language of
your choice.