The lupins of Norwold are a rugged and self-reliant breed that appear as humanoid versions of real-world malamute dogs.Although biologically similar to the lupins found far south in the Savage Coast, they are culturally quite different. They do not have fixed settlements but are nomadic, wandering through the wilds of Norwold to follow their food and avoid dangerous predators.
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One particular pack of lupins, the Alvini, wander the Lothbarth Forest near the town of Barathmir. They are generally neutral towards the human settlers though they do warn the humans not to overhunt the area - the lupins are at least as dependent on forest game as the human settlers. They speak the Norwold dialect of Lupin and some also speak Alphatian Common. The Alvini pack currently has 30 members, though it is in an alliance with several other packs including the Varrano (north of Panteria) and the Pargonni (northeast of Latela).
In terms of game rules I am winging it, starting with the stats for lupins from AC9:Creature Collection and just developing lupin NPCs from there. I am not aware of rules for lupin NPCs that follow Classic D&D's race-as-class approach, though I know there are rules for lupin characters for later editions where class and race are independent.
Here lupins fall into two classes, the warriors (essentially the lupin equivalent of fighters) and the anatkuq (the lupin equivalent of clerics and druids).
In terms of equipment, Norwold lupins tend to keep it fairly primitive as they do not practice metalworking themselves and only sometimes trade or scavenge from those that do. Wood, bone, flint and antler are all used for their weapons, while armour is nearly always leather, furs and hides, worn as much for protection from the cold weather as from enemy weapons
Basic Lupin: AC 6, HD 2, hp 9, Move 120', THAC0 18, Att 1 weapon for 1d8, Save as F2, Ml 8, Int 10, Al L, XP 20
Equipment: leather armour/warm furs, battleaxe
Maquanta Spikefur: AC 6, HD 4, hp 20, Move 120', THAC0 16, Att 1 weapon for 1d6+2, Save as F4, Ml 10, Int 11, Al L, XP 75
Equipment: Spear +2, leather armour/warm furs, sling +10 stones
Maquanta is the leader of the pack and has been for the last 5 years. He is regarded as the strongest warrior and also the best tactician and hunter. His prized possession is an enchanted spear, the Walrus-Biter, with a haft of Ent-heart wood and a head carved from giant walrus ivory.
Charvoni Whitetail: AC 6, HD 4(d6), hp 14, Move 120', THAC0 17, Att 1 weapon for 1d6, Save as C4, Ml 9, Int 10, Al L, XP 75,
Equipment: Stone Mace, leather armour/warm furs, holy symbol
Spells: Resist Cold, Cure Light Wounds, Faerie Fire (from Companion Rules druid spells)
Charvoni is the alpha female of the group, Maquanta's mate and also the main anatkuq (cleric) for the pack. As well as supporting and healing members of the Alvini Pack, she is also in contact with other anatkuqs from other packs, forming an informal network.
Galthor Orcbiter: AC 5, HD 3, hp 16, Move 90', THAC0 16, Att 1 weapon for 1d8, Save as F3, Ml 10, Al N, XP 35
Equipment: Chain mail & fur cloak, battleaxe, dagger,
Galthor is unusual among the lupins of the Lothbarth forest because he wears metal armour. He is Charvoni's nephew and also the principle trader of the group, visiting human settlements and selling hides and pelts, and buying whatever the lupins will need. He is more diplomatic than other lupins, especially with humans, elves and other demihumans, but also more greedy and acquisitive.
Veellana Dampnose: AC 6, HD 2(d6), hp 6, Move 120', THAC0 19, Att 1 weapon for 1d4, Save as C2, Ml 9, Al L, XP 25
Equipment: leather armour/warm furs, club, holy symbol
Spells: either Resist Cold or Light
Veellana has recently joined the Alvini pack, having left her pack of origin (the Pargonni) after internal rivalries erupted into violence. Veellana has become Charvoni's apprentice anatkuq and shows great promise.
Mechawa Gorsecroucher: AC 6, HD 3, hp 14, Move 120', THAC0 17, Att 1 weapon for 1d8, Save as F3, Ml 10, Al N, XP 35
Equipment: leather armour/warm furs, iron longsword, ivory dagger
Mechawa is the sneaky one of the Alvini, often on the edge of the pack and not entirely trusting others though she knows she is better off with the pack than on her own. She is Galthor's mate but is getting tired of him being second to Maquanta. She is very skilled at tracking and has excellent hearing and sense of smell even for a lupin.
Hurbass Rabbitripper: AC 6, HD 2, hp 10, Move 120', THAC0 18, Att 1 weapon for 1d6+1, Save as F2, Ml 9, Al L, XP 20
Equipment: leather armour/warm furs, antler handaxe, ivory dagger
Hurbass is perhaps the most inquisitive and curious of the Alvini and will ask questions about all sorts of topics, especially when chatting to humanoids outside of his pack. He is fascinated by civilization, magic and metalworking. However, he has had several bad experiences with the Arvorians and views them as an enemy to be monitored and watched out for. He is the pack member most likely to guide outsiders to Arvorian sites and ruins.
Fun, a lupin breed I might actually use. I don't like all the dog like lupins presented in dragon magazine and seen in most fan works. I prefer lupins to be more wild and wolf like
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