Lupurns
Once a single race humanoid hounds or wolves, lupurns evolved over the years into two distinct and divergent cultures–the semiens and the tarmiens. Semiens resemble greyhounds or jackals, with sleek, short fur, dark searching eyes, and the physique of a gymnast or distance runner. They are a race of peaceful scholars, with a civilized society based upon the study and acquisition of knowledge. Tarmiens appear much more wolf-like, with long shaggy fur, ever watchful eyes, and the mind, demeanor and powerful physique of a predator. They are a nomadic culture of hunters and warriors, whose daily struggle for survival has made them strong and resilient. Physical Description: Lupurns are taller than the average human, and stand between 6 and 6–1/2 feet tall. Their fur can be sleek or coarse, depending on their home environment, and ranges in color from black, dark brown, or gray, to light brown, rust, and on rare occasions, white. Their eyes are typically brown, gray, or black, though green and yellow are not uncommon. However, that is where the similarities between the two subraces end. Semiens are trim, athletic, and resemble hounds or jackals, while tarmiens are broader, more muscular, and resemble wolves. Semiens prefer rich robes and other finery, giving them the appearance of nobility or members of high social class. On the other hand, tarmiens favor leathers, furs, feathers, and other such apparel that give them a wild and rustic look. Because of their similar appearance, lupurns are commonly mistaken for werewolves, greatly angering them, for werewolves are one of the lupurn’s most hated enemies. Society: Lupurns have evolved from a single bloodline into two divergent cultures. Semiens are a society of intellectuals and establish small egalitarian communities where all citizens have everything in common. They spend much of their time in honing their body and mind, meditation, and individual growth. In contrast, tarmien are tribal nomads, dwelling small, transportable villages, traveling the vast wilderlands, and struggling daily for their own survival. They naturally strong warriors, skilled trackers, and rely upon their own strength and agility to ensure victory against their enemies. Regardless of their lineage, all lupurns have a deep seeded hatred for werewolves, and immediately deploy hunting parties to destroy them whenever and wherever they are found.
Relations: The lupurn’s uncanny resemblance to werewolves has elicited much fear. Many individuals are apprehensive when associating with them, but once they come to know them, they realize that their fear is unwarranted. Each lupurn subrace gets along best with different races. Semiens are well educated, focused, and seek for personal improvement. Humans, elves and half-elves, especially those of noble class or those that are trained in the divine, arcane, or martial arts get along well with semiens. Tarmiens are uncivilized, prefer the wilds, and value strength over mind. Therefore, elves, humans, and half-orcs from tribal cultures or who have an affinity to the natural world. Gnomes look upon lupurns with curiosity, and halflings admire their natural stealth and agility, while dwarves grudgingly respect their martial skills.
Alignment and Religion: Lupurns are typically neutrally aligned. Semiens tend to be lawful due to their societal structure, training, and mental discipline. Tarmiens, on the other hand, tend to be chaotic, for they are nomadic, free-willed, and unpredictable in their methods in battle. Lupurns are spiritual by nature, giving thanks or offering a quick prayer to their patron god. Clerics typically worship Sosa and Ambra Quickfoot, while barbarians, rangers, druids, and shamans tend to venerate A-llän, Elan Valdarin, and Zeelan. Lupurn fighters often offer a quick prayer to Roth or Varu Hammerhaft as they enter battle, and rogues favor Éna, or Nightshade for those that are darker in nature.
Adventurers: Semiens are well educated and knowledgeable, preferring to rely on their intellect and diplomacy to solve any challenge. If the need should arise, they can deal quite efficiently with their enemies through their martial skills, mental powers, or divine magic. Those who venture into the world are often in search of divine knowledge and power, ways to perfect their body and mind, or new experiences and challenges. They favor classes that play to these desires, like the cleric, monk, psion, or warpriest. Tarmiens on the other hand rely on physical strength to fight their way out of trouble. They prefer feasting and drinking, and make overt displays of strength and battle prowess to intimidate their friends and foes alike. Though they tend to be problematic in delicate situations, in the wilds or on the road they are an incredible asset. They prefer classes related to primal powers and wilderness survival, such as the barbarian, bloodrager, hunter, and ranger. Should anyone wrong a lupurn sufficiently to elicit a blood vendetta, they can be fearsome and terrible foes.
Male Names: Antu, Argus, Cairn, Evrim, Gomm, Kolm, Logrim, Silgar, Valik, Zerg.
Female Names: Aureen, Dire, Hesla, Ilsan, Laru, Nuresse, Oliza, Shryn, Syania, Vala.
Lupurn Racial Traits (Advanced 14 RP)
Type: Humanoid. (0 RP)
Ability Scores: Lupurns are both nimble and wise, but lack the resilience of other races. They gain +2 Dexterity, +2 Wisdom, –2 Constitution. (0 RP)
Medium: Lupurns are Medium creatures, and have no bonuses or penalties due to their size. (0 RP)
Normal Speed: Lupurns have a base speed of 30 feet. (0 RP)
Low-Light Vision: Lupurns can see twice as far as humans in conditions of dim light. (1 RP)
Keen Senses: Lupurns receive a +2 racial bonus on Perception skill checks. (2 RP)
Bite: Lupurns have a bite attack that inflicts 1d4 points of damage. This is a primary natural attack. (2 RP)
Disciplined Mind: Lupurns receive a +2 racial bonus on saves against mind-affecting spells and effects. (2 RP)
Hatred: Lupurns receive a +1 bonus on attack rolls against werewolves due to their special training against these hated foes. (1 RP)
Scent: Lupurns gain the scent ability (see the Bestiary). (4 RP)
Learned: Lupurns have a +2 racial bonus to a chosen Knowledge skill checks. (2 RP)
Weapon Familiarity: Lupurns are proficient with maces (heavy and light) and quarterstaffs. (1 RP)
Languages: Lupurns begin play speaking Common and Sylvan. Lupurns with high Intelligence scores can choose any of the following: Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc. (0 RP)
Alternate Racial Traits
The following racial traits may be selected instead of the standard lupurn racial traits. Consult your GM before selecting any of these new options.
Brutal:
Some lupurns prefer weapons that symbolize strength and brutality. Lupurns with this trait are proficient with greatswords and longspears, and increase their bite attack to 1d6. This trait replaces the standard lupurn weapon familiarity.
Healthy: Some lupurns are resilient to illness and deadly toxins. Lupruns with this trait gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. This trait replaces disciplined mind.
Primitive: While lupurns tend to be scholastic and intellectual in nature, some strive to develop their animalistic side instead. Lupurn with this trait are strong and tough, but are uncivilized. They gain +2 Strength, +2 Constitution, and –2 Intelligence. This trait replaces the standard racial abilities score modifiers.
Survivor: Some lupurns dwell in the most unforgiving regions of the world. Lupruns with this trait gain a +2 racial bonus to Intimidate and Survival skill checks. This trait replaces learned.
Racial Subtype: You can combine various alternate racial traits to create the tarmien lupurn subrace, as the following.
Tarmien: Lupurns have evolved into two separate subraces–the semiens, who are the base race, and the tarmiens. Tarmiens live in the harsh wilds and have the brutal, healthy, primitive, and survivor traits.