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The Lupinal are a race of wolf-like humanoids which may be used for player characters. For additional information regarding this race, read their entry in the creature compendium. Presented here are guidelines for the play of Lupinal characters.
    Lupinal are intelligent humanoids whom closely resemble the combination of a wolf and a human. They are known for their skill in hunting and their great strength, but also for their peaceful, nomadic nature and vast storytelling tradition. The Lupinal are a humble and hard working race of the wild forests and woodlands.


Lupinal are slow to judge and quick to forgive those who they adopt as part of their family. They are a kind race, but are also vicious and dangerous warriors. Lupinal value their heritage, the art of storytelling, the art of the hunt, and friendship above all. They are a close knit race and make the most loyal of companions once their trust has been earned.

Physical Description

Lupinal are wolf-like humanoids, occasionally confused with wolfweres and werewolves. The Lupinal though are distinctly different in attitude though, as well as appearance. Their features are strongly akin to that of a wolf, with teeth made for tearing meat, a strong wolf-like nose, strangely colored eyes, and a fur ranging from dark brown to soft gray or white, covering their entire body. They are heavily muscled with broad shoulders, but cautious in their movement, as if they always moved in through the forest. Their ears stick up from the top sides of their head, like a wolves, with tufts of hair that sprout about them. Lupinal have clawed hands with thick, hairy fingers, and clawed feet. Their voice is deep and throaty, but can easily speak the other humanoid tongues. Perhaps one attribute that sets the Lupinal out from Lycanthropes and Wolfweres is the Lupinal have no tail. Most of the time this goes unnoticed until it is too late and the confusion has already lead to melee.
    Many Lupinal have taken to wearing clothing. Typically loose clothes colored with forest greens and browns, or colored to match their natural fur. Often this includes a hood to hide most of their appearance when traveling through other humanoids lands. Lupinal rarely wear shoes or gloves, finding them very uncomfortable due to their claws. Many senior Lupinal will braid gems and other tokens into their hair.
    Lupinal typically stand five to six and a half feet tall, with females standing slightly taller. They tend to be muscular and athletic in build. Roll 4d6+54 for height in inches of male or 4d6+58 for female Lupinal.
    Lupinal tend to have shorter life spans than other humanoid races. A Lupinal is considered an adult by its tribe by the age of 10. After this they are expected to fulfill the roll of an adult in Lupinal society, including the bearing of children. Lupinal ideally live 50 to 60 years, though the typical life span is shorter because of the harsh conditions associated with living in the outdoors their entire lives. When rolling the starting age of a Lupinal, roll 2d4+8. When rolling the Lupinal's maximum age use 47+3d10. A Lupinal is middle aged at 40 years, old aged at 50 years and venerable at 60 years old.


Most races have very little interaction with the Lupinal. Most Lupinal are very cautious to make the most of their encounters with other civilized humanoids so that they are not mistaken for being a lycanthrope or wolfwere. Some find the Lupinal's appearance to be startling or frightening, yet after initial contact, many non-Lupinal find that the they are not difficult to get along with. Lupinal try to be accepting of other races, despite the persecution they occasionally suffer at the hands of other cultures that mistake them for what they are not. Elves, halflings, half-elves, and Oruli are all welcomed among the Lupinal as fellow dwellers of the wild outdoors. Humans, Dwarves, and Gnomes are treated with initial caution, but find members of these races that respect the woodlands to be easy to get along with. Especially dwarves, with whom the Lupinal share a similar sense of duty and honor. Humans can be frustratingly judgmental and harsh. Lupinal have a mild dislike for the Haruninki. The reason for this is because the Haruninki keep a race of beings known as the Husti as slaves and servants. The Lupinal, being similar in nature to the Husti, find this enslavement of their cousins to be distasteful, arrogant, and wrong - even if there is no direct blood-line betwixt the Lupinal and Husti. Lupinal have no contact with the underworld races and given an encounter with one, would treat them with the same caution as they would an unknown human.


Lupinal have an organized codex of rules and laws known as the Edicts of Humility. These are said to have been handed down from their father-god, Dauwan Dal-daul. While these laws exist, and Lupinal are willing participants in their upholding, most are neutral in nature with strong tendencies towards good and benevolence.

Lupinal Lands

Lupinal prefer to live in temperate woodlands and foothills where there is good hunting. Lupinal are nomadic and travel to where the climate is fairer during the winter months and return to where the hunting is plentiful in the summer. Some Lupinal clans make their way in the mountains or prairies of the lowlands. Lupinal are not agricultural creatures and survive on a carnivore diet.


Lupinal worship several gods, unique to their race. These gods are known as Acerak, God of the Hunt; Genhaedi, Goddess of Fellowship; and Dauwan Dal-daul, the Lord of the Stars. All three gods are worshiped equally and are integral to the Lupinal society. Each of these gods has shaman-priests among the Lupinal. These shaman function as councilors and leaders of the Lupinal community. Only shaman of Acerak are allowed to hunt. There are rumors of Lupinal who have left the society to travel the world seeking experience in the vastness of the lands. Some are even said to worship the god Baeast.


Lupinal speak Lupinal. Having no written language, all Lupinal history is given through the art of storytelling and all communication is spoken. Some Lupinal become travelers when they are of age, acting as couriers of information between the far spread and nomadic Lupinal tribes. It is not uncommon for a Lupinal to also learn to passably speak whatever popular tongue is spoken in the region of the world through which they travel.


Lupinal begin with a birth name which is used through-out their childhood. This name is later still used by close friends and family. At the age of adulthood (ten years) the Lupinal is given another name by their peers which is what they are called from then on. Lupinal names are heavily punctuated with consonants. Popular male names are Caslav, Kolvidir, Kernig, Kastobor, Ban, Dahras, Dioskor, Dragomir, Drakon, Kabak, Kajin, Kallimakh, Rachek, and Tabor. Common female names are Chaska, Beliali, Dechana, Desha, Kalisfena, Kallista, Rusha, Taidula, Tevkel, and Zaritsa.


A Lupinal adventurer may be motivated by a love of excitement, wanderlust, to spread the word of their gods, or to serve as an example of greatness to other Lupinal. As long as their actions are done honorably, they will grow in esteem by others in their tribe. Defeating evil, undead, demons, and those who would harm the natural world for pleasure are all good ways for a Lupinal to achieve respect in the eyes of other Lupinal. Likewise, caring for the helpless, living a life of compassion and mercy, and perfecting the spiritual arts are also ways to become esteemed by other Lupinal.

Lupinal Racial Traits

  • +2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma: Lupinal are large, strong, and healthy but their great size and claws get in the way of more delicate tasks. Other races tend to find the Lupinal occasionally blood-thirsty and savage, despite their kinder nature. Their cautious and shy nature also makes a Lupinal difficult to become friends with.
  • Medium-size: As Medium-sized creatures, Lupinal have no special bonuses or penalties due to their size.
  • Lupinal base speed is 30 feet.
  • Low-light Vision: Lupinal can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Scent: Lupinal characters have a strong and distinguishing sense of smell. Lupinal characters may take Scent as a feat. The prerequisite for this feat Wisdom 12+ (not 11+ as in the DMG). See DMG pg.81 for rules regarding the Scent feat.
  • +2 racial bonus to Listen and Spot checks. Lupinal have keen hearing and quick eyes.
  • +4 racial bonus to Survival. All Lupinal are skilled in Survival, regardless of class or training. Lupinal may take Survival as a class skill rather than a cross-class. skill. Lupinal require no additional clothing while outdoors except in severe conditions.
  • +2 racial bonus to Jump and Climb checks. Lupinal possess strong legs and their claws aid them in climbing.
  • Lupinal have strong legs and can make an aggressive leap through the air at an opponent. Making a leap attack requires a 10 ft. running start in a straight path. In a round that a Lupinal makes a leap attack it gains a +2 bonus to its attack rolls and a -2 penalty to its armor class (as though it had charged the opponent it leap attacked). Creatures struck by a leap attack must make a Reflex save (DC 10 + Lupinal's base attack bonus + defenders size modifier) or be knocked prone.
  • Favored Class: Barbarian or Ranger. A multiclass Lupinal's may choose either Barbarian or Ranger as their favored class. Once the Lupinal has chosen their favored class they may not change which class is favored, they may only have one favored class.