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Hi guys! Here is another attempt to adapt the Lupin race for 3.5. My main concern is to adapt all lupin breeds shown on Dragon Magazine 237. I'm not sure if it's balanced enough (I guess +2 on Craft (winemaker) isn't exactly a good bonus...) but I made my best and, of course, would love some feedback.
I also changed two racial characteristics (for the Maremma and Carrasquito) and made some less obvious changes here and there, but I guess it's still pretty faithful. Blind-Fight and Track are not included as bonus feats for the lupins, but they are indeed recommended, useful feats that any lupin should acquire.
It's also quite easy to play without any breeds at all (using only the lupin Large Breeds abilities score modifiers and ignoring completely the breed table, or using only the Mongrel entry; use Ranger as the Favoured Class) or only "generic breeds" (which means, using only the Small, Medium and Large as breeds and still ignoring the table, or using only the Mongrel entry; still use Ranger as the Favoured Class). But I think much of the fun would be lost doing so.
It also includes "near-lupin" goblinoid races, the Gnolls and the Kobolds. When using it, you should ignore 3.5 rules for those races and use the following instead. The kobolds presented here are quite close to 3.5 standard kobolds, however, and it shouldn't be a problem. The gnolls are, however weaker, but there is an optional rule below for making one of the gnollish breeds closer to 3.5 standard gnoll.
There are also included non-canon breeds here, some being mine and GP's creations (like the Water Lupin, Senjabi, Guará, and Coyotl), others not (Sharon Dornhoff's Aardovai). The Senjabi breed was based on the character Wolfie from Quest for Glory V. This and the other breeds are described below.

Lupin Breeds

by Átila Pires dos Santos

Lupin Racial Traits
Breeds
Feats
Lupin Timeline
Lupin Taxonomic Table
The Merry Lupin Gallery
Lupin/Dog Breeds Table
Sources

Lupin Racial Traits:

Medium Breeds: Hunters, Shepherds and Nomads:
• Medium: As Medium creatures, lupins from large breeds have no special bonuses or penalties due to their size.
• Base speed is 30 feet;

Large Breeds: Guardians, Workers and Feral (Gnolls):
• +2 Constitution, -2 Charisma;
• Medium: As Medium creatures, lupins from medium breeds have no special bonuses or penalties due to their size.
• Base speed is 30 feet;

Small Breeds: Vermin Hunters, Wee Folk and Feral (Kobolds):
• +2 Dexterity, -2 Strength;
• Small: As a Small creature, a lupin from a small breed gains a +1 size bonus to Armour Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Base speed is 20 feet;

Common Racial Traits:
• Low-light vision: Lupins can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail in these conditions;
• Lupins can deliver a bite attack for 1d4 (or 1d3 for Small lupins) points of damage with an x2 critical modifier. When using this natural attack, they are not considered unarmed. Lupins are proficient with their natural attacks.
• Lupins are quite naïve and, for that, receive -2 racial penalty on Sense Motive checks;
• Scent: This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent's source, the creature can pinpoint that source. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odour is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Water, particularly running water, ruins a trail for air-breathing creatures, like the lupins. False, powerful odours can easily mask other scents. The presence of such an odour completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Creatures with the scent ability can identify familiar odours just as humans do familiar sights. Recognise a race (or lupin breed) for its scent is automatic, but a Wisdom check is required for identifying individuals this way (DC 10 for familiar individuals, DC 15 otherwise). If the creature was shape shifted somehow, the DC for recognising a race (or lupin breed) or familiar individuals is 15 and DC 20 otherwise. Lupins will always recognise a werewolf by its scent in any of its forms.
• Lupins are repelled by Wolfsbane. This substance is poisonous to then (even more than it is to humans; Wolfsbane have the same effects of Arsenic to any non-lupin creature). Wolfsbane ingested by a lupin (or injected into his bloodstream) acts as Dark Reaver Powder. Fortunately, the keen senses of a lupin nearly always alert it in time to avoid ingesting the substance.
• Lupin senses: This ability is, actually, composed by three different senses: sharp vision, hearing and smelling. Some breeds have keener senses than others, as indicated at each breed description. There are three levels of lupin senses: High, Medium and Low. Each level represents a group of advantages and disadvantages.

o High Senses:
• +4 racial bonus on Listen, Search, Spot and Survival checks;
• -4 racial penalty to sonic and odour attacks and their applicable save throws;
• Scent: Ability range is increased by 50% in any situation.

o Medium Senses:
• +2 racial bonus on Listen, Search, Spot and Survival checks;
• -2 racial penalty to sonic and odour attacks and their applicable save throws;
- Scent: Usual ability range.

o Low Senses:
• +1 racial bonus on Listen, Search, Spot and Survival checks;
• No racial penalty to saving throws;
• Scent: Ability range is decreased by 50% in any situation.

Breeds:

Guardians:      
Breed Senses Favoured Class Modifiers
Doggerman Medium Fighter +2 Spot, +2 Intimidate
Maremma Medium Paladin No Charisma penalty for class abilities
Mastiff Low Fighter +3 Hit Points
Pit-Bull Low Barbarian Rage (as Beastmen Bloodline)
Shar-Pei Low Fighter Weapon Focus: any reach weapon
Wolvenfolk Medium Fighter Wolvenfolk Bloodline
Ye Great Dogge Medium Fighter Aura of Courage (as Paladin) once per day, for 6 rounds
       
Hunters:      
Basset Hound High Ranger +4 Hide, +4 Spot (heavy vegetation only)
Beagle High Bard +2 Perform (Sing), +2 Diplomacy
Bloodhound High Fighter +4 Survival (Scent only), +2 Gather Information; uses the Guardian/Worker modifiers
Chow Chow High Barbarian DC 10 and 15 for Scent for shape shifted creatures, and always recognize ogre-magi; uses the Guardian/Worker modifiers
Coyotl High Cleric Complete immunity to Wolfsbane
Foxfolk High Druid Can smell imminent danger (DC 10, involuntary)
Golden Retriever High Paladin Weapon Focus: any bow
Guará High Ranger +4 Survival, +4 Craft (Herbalist), but need to ingest "Lobeira" fruits regularly
Hutaakan High Cleric +2 Hide, +2 Move Silently, Hutaakan Bloodline
Ispan Pistolero High Ranger Weapon Focus: any fire weapon
Nithian Rambler High Cleric Can smell Hutaakan Bloodline (DC 15)
Renardois Folk High Swashbuckler +4 Bluff
Senjabi High Rogue Can smell profit opportunity (DC 10, involuntary)
Water Lupin High Swashbuckler +2 Profession (Sailor), can smell the desired direction at sea (DC 15)
       
Shepherds:      
Heldann Shepherd Medium Fighter +2 for two different Professions; uses the Guardian/Worker modifiers
Shag-Head Medium Sorcerer Sooth-saying*
Slagovich Herder Medium Ranger Can smell hostile intentions (DC 10, involuntary)
       
Workers:      
Eusdrian Bulldog Low Fighter +4 Intimidate
Glantri Mountaineer High Ranger +2 Climb, +2 Heal
Gnomish Snoutzer High Druid Trackless Step (as Druid), +4 Survival (predict weather only); uses the Wee Folk/Vermin Hunter modifiers
Norwold Malamute Medium Ranger Resistance to cold equal to BAB (up to 5)
Zvornikian Sentinel Medium Fighter Resistance to fire equal to BAB (up to 5)
       
Vermin Hunters:      
Aardovai Medium Ranger Gain skills like Humans
Blue Bandit Medium Rogue DC for track him is +4 higher
Burrow Bandit Medium Rogue Stonecutting (as Dwarf)
Das Hund Medium Rogue +2 Disable Device, +2 Sleight of Hand
Fennec Medium Rogue Lucky (as Swashbuckler)
Hound of Klantyre Medium Cleric Can smell undead creatures (DC 15)
       
Wee Folk:      
Bouchon Low Rogue +2 vs. poisons e +2 Craft (wine-making)
Carrasquito Low Ranger Rage (as Beastmen Bloodline)
Cimarron Hairless Low Cleric Darkvision (as Dwarf), immunity to Ghouls’ paralysis
Ochalean Houndling Low Cleric +4 Diplomacy
Ochalean Crested Low Wizard 1 extra known spell (1º level for wizard or 0º level for sorcerer)
Papillon Low Rogue +4 Escape Artist
       
Nomads:      
Borzoi Medium Ranger Taymoran Bloodline
Long-Runner Medium Ranger Fast Movement (as Barbarian), can Run twice as many as he normally could
       
Feral [Gnoll]:      
Spotted Gnoll None Barbarian +4 Intimidate, Beastmen Bloodline
Brown Gnoll None Barbarian +2 Intimidate, +2 Survival, Beastmen Bloodline
Striped Gnoll None Barbarian +4 Survival, Beastmen Bloodline
       
Feral [Kobold]:      
Black Kobold None Ranger +4 Hide, Beastmen Bloodline
Brown Kobold None Rogue +2 Craft (Trapmaking), +2 Profession (Miner), Beastmen Bloodline
Grey Kobold None None -2 all ability scores (not intended as a PC race), Beastmen Bloodline
       
Mongrel:      
Mongrel Any Any Gain skills like Humans

*Sooth-saying: The shag-head can sense events happening elsewhere (the death of an important person or someone of significant relation to the party, the crowning of a monarch, a battle, a storm, a building collapsing, a sinking ship, the anger of an Immortal, the awakening or birth of a creature of great good or evil, an approaching peril, etc.) at least once per adventure. While uttering auguries, which takes 1d4+2 rounds, a shag-head enters into uncontrolled trances during which it levitates and an aura of light surrounds its body. The light renders the lupin totally immaterial albeit still visible (then existing partially in the ethereal plane) and cures any of its wounds. The shag-head can suppress the urge to enter into trances with a successful Will check (DC 15), which delays the prophecy as follows (roll 1d4): 1
a round, 2
a turn, 3
an hour, 4
a full day.

Feats:

• Differenced Senses [General]:
A lupin character can change his Lupin Senses in one "step" (e.g., High to Medium, Low to Medium and vice-versa). Feral lupins (Gnolls and Kobolds) characters can use this Feat to get Low Lupin Senses.

• Beastmen Bloodline [Bloodline]:
A lupin character receives Darkvision, as a Dwarf. Also, he can use the Rage ability (as a Barbarian) once per day for one round, or if he's a Barbarian, his Rage ability lasts always one round more. Lupin characters with this Feat also are less susceptible to Wolfsbane (acts as "Arsenic"), but also have reduced Lupin Senses (reduce it in one "step"; if his Lupin Senses are Low, it's reduced to "None" and the Lupin can't use his Scent ability). Feral lupins (Gnolls and Kobolds) characters receive automatically this Feat, and don't have Lupin Senses and Scent ability.

• Hutaakan Bloodline [Bloodline]:
A lupin character receives an extra ability modifier, which stacks with his usual modifiers: +2 Wisdom -2 Charisma. Hutaakan characters receive automatically this Feat.

• Foo Dog Bloodline [Bloodline]:
A lupin character can cast Protection against Evil once per day as a 1st-level caster or a caster of his class levels, whichever is higher. Also, he receives +2 racial bonus on all saving throws.

• Blink Dog Bloodline [Bloodline]:
A lupin character can cast Blink once per day as a 1st-level caster or a caster of his class levels, whichever is higher.

• Shadow Mastiff Bloodline [Bloodline]:
A lupin character can cast Darkness once per day as a 1st-level caster or a caster of his class levels, whichever is higher. Also, he receives Darkvision, as a Dwarf, and it will work on any magical darkness, as long as the character created it.

• Hell Hound Bloodline [Bloodline]:
A lupin character can cast Burning Hands once per day as a 1st-level caster or a caster of his class levels, whichever is higher. Also, he receives Resistance to Fire equal to his Base Attack Bonus, up to 5 (or 10, if he's a Zvornikian Sentinel).

• Taymoran Bloodline [Bloodline]:
A lupin character receives complete immunity to any form of Lycanthropy. Also, his saliva is harmful to all lycanthropes, and so his fangs are equivalent to silver weapons when fighting lycanthropes. Borzoi characters receive automatically this Feat.

• Wolvenfolk Bloodline [Bloodline]:
A lupin character can, sometimes, conjure death itself. Whenever he meets an untimely death, he can resurrect as long as he succeeds on a Fortitude check (DC 15). This ability works like Raise Dead spell, having the same drawbacks and it will work only immediately after dying. Also, his alignment will change to one "step" closer to Saimpt Loup's (Lawful Evil). He can use this ability until his alignment has changed to Lawful Evil and after used for the first time, it will prevent the character from being raised by other means. Wolvenfolk characters receive automatically this Feat.

Bloodline feats can only be bought at the character's creation, with his first level feat slots. This means that most of the times, a lupin will have access to only one bloodline. Fighter's bonus feat slots can't be used to buy an bloodline feat. However, a character from a breed that already starts with a bloodline can, in theory, buy a second bloodline. The DM may forbid this, however, if the feels that acquiring a second bloodline talent would make a character too powerful.

Also, both Carrasquito and Torreóner Pit-Bull gain already "half" of the Beastmen Bloodline (the Rage part). If they buy the Beastmen Bloodline, do not reduce their senses any further, since they're already lowered by it

Lupin Timeline (based on GP's Lupin Timeline):

Before 5000 BC Stone Age

Nothing is known for sure before this period about the lupins. There is some speculation about the existence of a "Cave Lupin" (Canis habilis), that gave origin to the three original lupin (Canis sapiens) breeds: the Aardovai, the Coyotl and the Wolvenfolk. They lived at the Yazak Steppes by that time.
It's also possible that the lupins were created by the Immortals or one magically/technologically powerful civilisation, such as the Blackmoorians, instead of evolving naturally.

5000-3000 BC Oltec Age

Some Coyotl tribes crossed the Black Mountains and met Oltecindian groups at where now lies the Great Waste. The Mictec people enslaved these Coyotl in great numbers, to the point that there were more coyotl than humans inside their cities. Eventually, they rebelled and became the Chochomec civilisation and allied themselves with the Azcan Empire.

Legend:
• Red: Lupin ancestral lands, at the Yazak Steppes, up the Great Escarpment; Canis sapiens canus (Wolvenfolk), Canis sapiens oltecus (Coyotl), Canis sapiens yazakensis (Aardovai), some hybrids;
• Yellow: Chochomec civilisation, SW modern Sind; Canis sapiens oltecus (Coyotl);

3000 BC Great Rain of Fire

The Oltecindian civilisations are moved to the HW, including the Chochomecs. Those few who stayed at the OW moved with the survivor Azcans into the Nithian basin. There the Azcans mingled with a Neathar group, creating the Nithian civilisation. The Chochomec Coyotl stayed with them, and soon became part of this new civilisation. Wepwawet/Upuaut/Ophois (Saimpt Loup, known to the Nithians as Anubis/Anupu) and Duamutef (Korotiku, believed to be son of Horon/Horus/Orisis (Ixion)) are their patrons.
Elsewhere, some Aardovai and Wolvenfolk tribes also moved into the Known World, mainly Darokin and Northern Reaches. Some Wolvenfolk tribes went further close to what's the modern North Pole, occupying especially the Norwold and Heldann regions. Most of the Coyotl, Aardovai and Wolvenfolk tribes, however, stayed at the Yazak Steppes, intermingling.

Legend:
• Red: Lupin ancestral lands, at the Yazak Steppes, up the Great Escarpment; Canis sapiens canus (Wolvenfolk), Canis sapiens oltecus (Coyotl), Canis sapiens yazakensis (Aardovai), many hybrids;
• Yellow: Survivors of the Chochomec civilisation, Valley of Nithia; Canis sapiens oltecus (Coyotl);
• Blue: Taymoran border, modern Darokin; Canis sapiens canus (Wolvenfolk), Canis sapiens yazakensis (Aardovai);

2200-1700 BC Taymoran Age

Lupin tribes at the Known World (Darokin) fell under the control of the Taymoran humans. At that time, the Nosferatu Kings had created servant races (they created a magical disease, Lycanthropy; it is not known whether lupin blood was used in addition to the Kings' Nosferatu blood to create the infection agent) that merged human intelligence with animalistic ferocity and a weak will that made them easy to control, the Mythic Lycanthropes. The Necromancer Kings who were not willing to become undead themselves tried to defend from their powerful neighbours by employing the lupin tribes as guards and Lycanthrope hunters. They used their own powerful magics to instil useful abilities in the Lupins - a special ability to recognise werewolves, and a racial hatred of these creatures.

1700-1500 BC First Goblinoid Invasion

The Glantrian Cataclysm sends elves of Glantri underground and splits the humanoid hordes into many directions, including south (Darokin) and west (the Yazak Steppes). With the destruction of Taymora, those goblinoids displaces the lupin tribes living at these regions.
Taymoran Aardovai tribes living closer to Glantri fled from the effects of the Glantrian Cataclysm, entering the caverns under the Broken Lands. These lupins (that will become the Cimarron Hairless) fell under the shadow of Atzanteotl, and became his temple guards among the Shadow elves.
Other Taymoran lupin tribes moved to Ochalea (mostly descendants of the Wolvenfolk and Aardovai).
Others went west, reaching the Black Mountains (descendants of the Coyotl, that became the Borzoi breed); some of then went even further west, entering their ancestral lands, the Yazak Steppes (becoming the Long Runners). These lupins return to their nomadic origins, abandoning the Taymoran civilised ways.
In the Yazak Steppes, goblinoids overrun the Rakasta civilisation, forcing the native Aardovai, Coyotl and Wolvenfolk to move away from their path, forcing them to move south, down the Great Escarpment, towards the central Savage Coast. They're the ancestors of the "renardensis" and "parvus" groups.
By this time the first Kobolds (Known World) and Carrasquitos (Yazak Steppes) appeared, descending from enslaved Aardovai and goblinoids (probably goblins).

1500-1100 BC Early Nithian Age

Pflarr magically changes the last known group of pure Coyotl, living in Nithia (descendants of the Chochomecs). They become the Hutaakans.
A group of Norwold Wolvenfolk migrates south, entering the Adri Varma Plateau. There, they slowly changed, becoming the Senjabi breed.

Legend:
• Red: Yazak Steppes, down the Great Escarpment; Hybrid subspecies: proto-Canis sapiens renardensis and proto-Canis sapiens parvus;
• Yellow: Hutaakan Nithian civilisation, Valley of Nithia; Canis sapiens hutaakanus (Hutaakan);
• Blue: Darokin, the Northern Reaches, Heldann, Norwold and Adri Varma; Canis sapiens canus, proto-Canis sapiens parvus (Northern Reaches and Broken Lands);
• White: The steppes; proto-Canis sapiens macer;
• Green: Ochalea; Canis sapiens canus, proto-Canis sapiens parvus;

1100-900 BC Gnoll Invasion

During this time, the Nithian wizards created the Gnolls, combining the last "pure" known Aardovai tribes with trolls. These savage and rebellious "copies" of the Hutaakans fled from their masters, spreading at the Known World (Brown and Spotted) and Great Waste/Savage Coast (Striped). The first wave of gnolls (Brown) enters the Northern Reaches and Heldann, displacing the local lupins; the second wave (Spotted) displaces both gnolls and lupins further north.
The influx of Gnoll blood into the northern lupin tribes led to the creation of the first "colossus" breeds, the Pit-bull and Great Dogge. The existence of these hybrids originated the common misconception that Lupins descends from Gnolls.
Some Gnoll blood also reached the western tribes as the Striped Gnoll tribes entered Graakhalia and El Grande Carrascal.
By this time, the last "pure" Wolvenfolk lupins are no more. Their direct descendants are the Norwold Malamute and the Heldann Shepherd. Saimpt Loup started re-creating the Wolvenfolk, giving them a new, magical bloodline.
Atzanteotl betrayed the Cimarron Hairless, and they fled from Aengmor, settling in what is now eastern Boldavia or within shadow elf territory.

Legend:
• Red: Yazak Steppes, down the Great Escarpment; Hybrid subspecies: proto-Canis sapiens renardensis and proto-Canis sapiens parvus;
• Yellow: Hutaakan Nithian civilisation, Valley of Nithia; Canis sapiens hutaakanus (Hutaakan);
• Blue: Northern Reaches and Heldann; Canis sapiens canus, proto-Canis sapiens parvus, proto-Canis sapiens colossus;
• Green: Ochalea; Canis sapiens canus, proto-Canis sapiens parvus;
• Black: Traldar lands, Northern Reaches, Plains of Fire (Graakhalia) and El Grande Carrascal; Canis erectus meridionum (Striped), Canis erectus septentrionum (Brown), Canis erectus hilaris (Spotted);

900-500 BC Dark Ages

In Ochalea, the Foo Dogs interacted with the breeds descending from the Aardovai, resulting in the birth of the Ochalean Houndling, while other descendants became the Ochalean Crested. The Ogre Magi breed the Chow-Chow from their lupin slaves, descendants of the Wolvenfolk. The Ochalean culture, an original mix of Cypric, Rakastan and Lupin culture was also created at this time, also under the supervision of the benevolent Foo Dogs.

500 BC-100 AC Fall of Nithia

In the Fall of Nithia, some hutaakans were involved in Thanatos-worship: as consequence, Pflarr withdrew their Hutaakan bloodlines, leaving them (now known as Ramblers) to a centuries-long quest for expiation or revenge. Pflarr also sent some hutaakans to the west, in order to stay far from the Nithian corruption. While some kept their traditional ways, others got involved with the colonial rebels, being the ancestors of the Foxfolk (Niedegard and Black Mountains) and Fennec (Ylaruam).

100-0 AC Goblinoid Invasion

A new wave of Goblinoids from the Yazak Steppes forced many Lupins to move south from the Yazak Steppes to the Savage Baronies and City-States area. Others migrated further west, getting close to Herathian border; shortly after that "Lupin" mages started appearing in Herath.
The first permanent settlements where being established by "renardensis" lupins. On one of these sites the Renardois capital, Louvines, was later built.
Lupin tribes from the Northern Reaches and Heldann migrates south, especially "colossus" lupins, entering Glantri (some migrating further west, entering the Savage Coast) and Thyatis (some going as far as Ochalea).

0-400 AC Foundation of Thyatis

In Ochalea and Thyatis, Lupins became citizen of the Thyatian Empire after Empress Valeria's proclamation.
New breeds also emerged as the tribes of Renardy adapted to their environment. Most modern breed of Renardy trace their bloodlines to this time.

Legend:
• Red: Savage Coast; Canis sapiens renardensis (Maremma, Doggerman, Zvornikian Sentinel, Golden Retriever, Renardois Folk, Basset Hound, Beagle, Slagovich Herder, Ispan Pistolero, Water Lupin, Das Hund, Burrow Bandit), Canis sapiens parvus (Bouchon, Blue Bandit, Papillon), Canis sapiens minor (Carrasquito), Canis sapiens macer (Borzoi and Long Runner), Canis sapiens colossus (Eusdrian Bulldog);
• Yellow: Hutaakan last colonies, Altan Tepes, Black Peak, Black Mountains, Niedegard Mountains; Canis sapiens hutaakanus (Hutaakan), Canis sapiens goupilus (Foxfolk and Fennec);
• Blue: Northern Reaches and Heldann; Canis sapiens canus (Heldann Shepherd and Norwold Malamute further north), Canis sapiens parvus (Gnomish Snoutzer), Canis sapiens colossus (Great Dogge);
• Green: Ochalea; Canis sapiens canus (Chow Chow), Canis sapiens parvus (Ochalean Crested), Canis sapiens colossus (Shar Pei), Canis sapiens pugus (Houndling);
• Black: Broken Lands, Northern Reaches, Plains of Fire (Graakhalia) and El Grande Carrascal; Canis erectus meridionum (Striped), Canis erectus septentrionum (Brown), Canis erectus hilaris (Spotted);
• Violet: Thyatis and Glantri; Canis sapiens parvus (Cimarron Hairless and Hound of Klantyre, both Glantri), Canis sapiens colossus (King Mastiff and Torreóner Pit-Bull in Thyatis; Glantri Mountaineer and Bloodhound in Glantri), Canis sapiens canus ("Flaemish" Heldann Shepherd in Glantri);

400-500 AC Lycanthropic Wars

At this time, the Five Tribes finally united. King Loows (Louis I) was chosen by the tribal chiefs as the first king of Renardy.
Shortly thereafter, Saimpt Malinois and Saimpt Mâtin became Immortals.
This was also the time of Alphatian Lycanthropy, and Lupins fought against the werewolves in all of Brun, utterly purging the Savage Coast of the lycanthropic threat. Some breeds (mainly Doggerman and Das Hund) left the Savage Coast, entering the Known World in order to keep their fight against the lycanthropic plague.
Senjabi tribes migrated south again, entering Sind. They're welcome since they're powerful allies against the lycanthropes that invaded that land. A group of "Flaemish" Heldann Shepherds, led by a capable tribe leader (that will become the Immortal known as Saimpt Malinois), also joined the Senjabi in Sind.
A group of Striped Gnolls migrates west, allying with native Foxfolk. They soon journey together further west, until finally reaching the Arm of the Immortals.

Legend:
• Red: Renardy and the Savage Coast; Canis sapiens renardensis (Maremma, Zvornikian Sentinel, Golden Retriever, Renardois Folk, Basset Hound, Beagle, Slagovich Herder, Ispan Pistolero, Water Lupin, Burrow Bandit), Canis sapiens parvus (Bouchon, Blue Bandit, Papillon), Canis sapiens minor (Carrasquito), Canis sapiens macer (Borzoi and Long Runner), Canis sapiens colossus (Eusdrian Bulldog), Canis sapiens goupilus (red Foxfolk);
• Blue: Northern Reaches and Heldann; Canis sapiens canus (Heldann Shepherd and Norwold Malamute further north), Canis sapiens parvus (Gnomish Snoutzer), Canis sapiens colossus (Great Dogge), Canis sapiens goupilus (white Foxfolk further north);
• Green: Ochalea; Canis sapiens canus (Chow Chow), Canis sapiens parvus (Ochalean Crested), Canis sapiens colossus (Shar Pei), Canis sapiens pugus (Houndling);
• Black: Broken Lands, Northern Reaches, Plains of Fire (Graakhalia) and El Grande Carrascal; Canis erectus meridionum (Striped), Canis erectus septentrionum (Brown), Canis erectus hilaris (Spotted);
• Violet: Thyatis and Glantri; Canis sapiens renardensis (Doggerman and Das Hund in Hattias), Canis sapiens parvus (Cimarron Hairless and Hound of Klantyre, both Glantri), Canis sapiens colossus (King Mastiff and Torreóner Pit-Bull in Thyatis; Glantri Mountaineer and Bloodhound in Glantri), Canis sapiens goupilus (Fennec in Ylaruam), Canis sapiens canus ("Flaemish" Heldann Shepherd in Glantri);
• White: Sind; Canis sapiens canus (Senjabi and a few "Flaemish" Heldann Shepherds);
• Yellow: Arm of the Immortals; Canis sapiens ruber (Guará);

500-900 AC Modern Era

During these centuries, several colonisation attempts were performed, more or less officially, by the Thyatian Empire. Thyatian Lupins followed the human migrations to Glantri and the Savage Coast. New breeds the Glantri Mountaineer and Hound of Klantyre developed in Glantri, as the result of interaction with the humans, influx of new blood, and a radically changed environment.
Later, local Lupins in Averoigne and Linden were approached by Sire Claude d'Ambreville, who obtained the recognition of citizenship for the Glantrian Lupins. Many of these Lupin followers of Sire Claude d'Ambreville (mainly "Flaemish" Heldann Shepherds and Bloodhounds) were guided by Clébard de Clairvault (a "Flaemish" Heldann Shepherd himself) to Renardy after the sudden disappearance of their leader.

900-present AC The Clairvault Dynasty

In the last century, Clébard de Clairvault and his descendants Gaston and Louis IV brought Renardy from the Middle Age to the Modern Age. The Renardois Lupins acquired the Sylaire culture, with some Ispan influences, from the Glantrian Lupins and the Torreóner Pit-Bulls. Clébard married the Renardoise Princess Ralon, became King, and initiated several reforms. Both monarchs later became Immortals, and are now part of the established Renardois pantheon.
The Brotherhood of Vintages was also formally established by Queen Ralon, while new trade routes were opened with the Savage Baronies, especially with Torreón.
The Baronial Lupins (Carrasquito, Narvaezan Maremma and Ispan Pistolero) had meanwhile acquired the Espa culture from the Thyatian colonists, both human and Lupin (mainly Torreóner Pit-Bulls).

Lupins Today

Nowadays, Renardy is a strong, modern kingdom, cultivating alliances with the Barony of Torreón and the Kingdom of Eusdria, two major military powers of the Savage Coast. The main source of instability in Renardy is the so-called Heresy of Pflarr, the belief that Pflarr should be the only Lupin Immortal and that nobility is in one's ability to prove ties to a Hutaakan bloodline.
Thyatis, with the Hattian, Thyatian, and Ochalean Lupin populations has the second largest Lupin population, followed by Glantri and the Heldann Freeholds. In Thyatis, Lupins are recognised as citizens, and many Hattian Lupins serve in the Hattian Legions, while in Ochalea Lupins can be found in all strata of the society, including the Mandarinate.
In Glantri, there are no Lupin nobles, and most Lupins live outside the cities and fiefs. The Cimarron Hairless are basically enslaved by the Boldavian vampire barons, but most other Lupin breed fare much better.
In the Heldannic Territories, Lupins are found both among the Hattian conquerors (especially Das Hund and Doggermen) and the Heldanner natives (especially the Heldann Shepherds).
Nations of the Savage Coast also hold significant Lupin communities. Especially, in the Traladaran City-States of Zvornik and Nova-Svoga Lupin noble clans have equal status with the local human aristocracy.
A small but respected breed, the Fennec (or Fanaq), lives in the Emirates of Ylaruam. Most Fennecs are followers of the Eternal Truth.
Minor Lupin communities are found throughout the Northern Reaches and the Norwold (Ostland Stövare, White Foxfolk, Norwold Malamutes and Heldann Shepherds), while nomadic Lupins travel the less populated areas of central and eastern Brun.

Legend:
• Red: Renardy and the Savage Coast; Canis sapiens renardensis (Maremma, Zvornikian Sentinel, Golden Retriever, Renardois Folk, Basset Hound, Beagle, Slagovich Herder, Ispan Pistolero, Water Lupin, Burrow Bandit), Canis sapiens parvus (Bouchon, Blue Bandit, Papillon), Canis sapiens minor (Carrasquito), Canis sapiens macer (Borzoi and Long Runner), Canis sapiens colossus (Torreóner Pit-Bull, Bloodhound and Eusdrian Bulldog), Canis sapiens goupilus (red Foxfolk), Canis sapiens canus ("Flaemish" Heldann Shepherd);
• Blue: Northern Reaches and Heldann; Canis sapiens canus (Heldann Shepherd and Norwold Malamute further north), Canis sapiens parvus (Gnomish Snoutzer), Canis sapiens colossus (Great Dogge), Canis sapiens goupilus (white Foxfolk further north), Canis sapiens renardensis (Doggerman and Das Hund with the Heldannic Knights);
• Green: Ochalea; Canis sapiens canus (Chow Chow), Canis sapiens parvus (Ochalean Crested), Canis sapiens colossus (Shar Pei), Canis sapiens pugus (Houndling);
• Black: Broken Lands, Northern Reaches, Plains of Fire (Graakhalia) and El Grande Carrascal; Canis erectus meridionum (Striped), Canis erectus septentrionum (Brown), Canis erectus hilaris (Spotted);
• Violet: Thyatis and Glantri; Canis sapiens renardensis (Doggerman and Das Hund in Hattias), Canis sapiens parvus (Cimarron Hairless and Hound of Klantyre, both Glantri), Canis sapiens colossus (King Mastiff and Torreóner Pit-Bull in Thyatis; Glantri Mountaineer in Glantri), Canis sapiens goupilus (Fennec in Ylaruam);
• White: Sind; Canis sapiens canus (Senjabi);
• Yellow: Arm of the Immortals; Canis sapiens ruber (Guará);

Lupin Taxonomic Table:

Although all the lupin breeds have much in common, they can be classified into different species and subspecies using some important characteristics, such as their keen senses. It's known that a Taymoran spell was created to increase the already powerful senses of all lupins. That spell, however, simply doesn't normally affect the lupin/goblinoid hybrids, the Gnolls and the Kobolds. Apparently they're simply no longer truly lupins and the spell can't recognise then as such. That, associated with the fact that the beastmen blood affects the lupin senses by itself, all but negates these extraordinary abilities to these hybrid species. Lupin breeds with high levels of beastmen blood are also separated in different subspecies (mainly Canis sapiens minor and Canis sapiens colossus, but also Canis sapiens ruber and Canis sapiens pharaonicus).

Their size and other physic characteristics such as their ears also help to differentiate other subspecies. Canis sapiens pugus and Canis sapiens parvus breeds are small and have drop ears; Canis sapiens macer breeds are slim, medium sized and have rose ears; Canis sapiens canus breeds inherited much of their ancestral Wolvenfolk, being larger and having erect ears; Canis sapiens hutaakanus and Canis sapiens goupilus also have erect ears, but are smaller. Canis sapiens renardensis is the largest group, having breeds of all sizes, but always drop ears.

The Merry Lupin Gallery (continuation):

Aardovai: One of the oldest lupin breeds, together with the Coyotl and the Wolvenfolk. This small breed gave origin to all known small modern breeds, despite none of them inherited its two distinctive characteristics: fur with back stripes and a mane. The gnolls, on the other hand, preserved these features, even if they're so different in other aspects, such as height. This breed is known for adapt quickly to new environments and situations, learning very fast. They receive skill points as humans (+4 skill points at the first level and an extra point each level after the first).

Coyotl: One of the oldest lupin breeds, together with the Aardovai and the Wolvenfolk. They have much in common with these other two and may be a hybrid breed. The Coyotl were the first to met humans and the first to have a human-like civilisation. That, however, happened because they were enslaved by them (the Mictec Oltecindian people), with their will controlled by a powerful concoction (a mix of Amber Lotus with Wolfsbane created by clerics of Hel; it's a primitive version of the Black Drink). Although quite toxic in the beginning, the Coyotl eventually got used to it, becoming completely immune to Wolfsbane and to the mind controlling effects of the concoction, allowing them to rebel and establish the lupin Chochomec civilisation.

Gnoll: The brutish gnoll race emerged when Nithian mages mixed gnomish-sized Aardovai lupins with the Beastmen blood from Trolls. However, the Gnolls never inherited all trolls' abilities, such as regeneration, possibly because of the Taymoran incantation over the lupins forbade them to take advantage of it. But they're still tough and furious as their goblinoid ancestors, anyway. Three gnoll breeds were created:
o Striped Gnoll: The first breed created, they were, perhaps, the only truly successful Nithian creation. Smaller and less aggressive than the others but still strong, they were soon taken to (and thereafter created at) Great Waste/Savage Coast colonies as slaves, being vital to the quick success of those settlements. Some time later, however, they rebelled (just as their east cousins did some time earlier) and fled to the caves of Graakhalia and El Grande Carrascal. Living in such difficult places made them more used to the necessary survival skills; thus, they gain +4 racial bonus on Survival skill checks.
These gnolls have usually light brown fur and black snouts; mature gnolls have a black mane that resembles a mohawk. Usually they have black stripes on their legs, torso, head and back, but some individuals (mainly in Graakhalia) have black spots, instead. This is likely caused by miscegenation with Spotted Gnolls. They usually have Neutral alignment instead of Evil, despite of their beastmen blood, and is the closest gnoll breed to their lupin cousins.
o Brown Gnoll: Slightly larger than the Striped breed, the Brown Gnolls are also more aggressive and bloodthirsty. Instead of slaves, they were created as guardians and thus received larger amounts of beastmen blood. They, however, hardly fitted their guardian roles, since they simply were too impatient for standing still guarding anything. They soon fled their Nithian masters, entering the Northern Reaches. Eventually, however, they were pushed north again by their cousins Spotted Gnolls, taking the best lands for themselves.
This made this breed somewhat used to difficult terrains (but not as the Striped Gnolls), and their beastmen blood make them naturally aggressive (although not always Evil). They receive +2 racial bonus on Survival and Intimidate skill checks. Their fur is darker brown and they have a white mane and black snouts. Some individuals have reddish spots, while others show strips at their legs and arms.
o Spotted Gnoll: The most common breed at the Known World and the most famous as well. They're vicious and almost always evil, to the point of mindless thirst for destruction, much for the delight of Ranivorus/Yeenoghu. After noticing the gnollish qualities for war the Brown breed had, the Nithian mages created a new breed with even more beastmen blood, making it much stronger and ferocious. It, however, poisoned and twisted their minds, making them basically insane creatures. They were very quick to rebel, destroying a significant part of the Nithian Empire in the process, took by surprise. The Nithians managed to drive them out, forcing then north (displacing the Brown Gnolls) and west, entering the lands of the Doulakki and the Traldar.
They're the tallest gnolls, but that may not be always perceived, since they're usually hunched. They have light brown hair with black spots and snouts. Occasionally they have a tan mane. They tend to be very aggressive and usually insane, giggling before and while attacking. They receive +4 racial bonus on Intimidate skill checks.
(Optional rule: the larger and stronger spotted gnolls can use the D&D 3.5's usual rules for gnolls combined with what's shown here. This means that they'll receive also +4 Strength and -2 Intelligence, two levels of Humanoid and +1 natural armour bonus; they still receive the +4 Intimidate and -2 Sense Motive racial bonus/penalty and Beastmen Bloodline, as shown before; their favoured class is Barbarian and have a Level adjustment of +1).

Guará: This breed is an obvious mix of the Foxfolk lupin and the Striped gnoll. At the same time they have red fur and fox-like face, but they're also unusually tall and have a black mane. This breed was created when a group of Striped gnolls moved further west from El Grande Carrascal, reaching the woodlands of Robrenn and Eusdria. Here, they allied with some Foxfolk tribes and, for some unknown reason, continued to migrate west, eventually reaching Jibarú (where they received their breed name, Guará, meaning "Red" in Jibar), and finally arriving at their modern home, the Arm of the Immortals. Inspired by this legendary breed, Renardois explorers sailed west, looking for them; the colony of Preuve was founded at the site of where the explorers met for the first time with Guarás. Soon it became a religious colony, focused on bringing the Guarás to the "rightfully lupin faith of the Church of Renardy".
That proved to be a hard task, however, since the Guarás, different from most (if not all other) breeds, do not form "packs" (cities or even tribes), living usually alone at the forest; they usually only look for company when feeling "the urge of mating". Some Guarás, however, did enjoyed spending some time at Preuve, in company of many of their kind, but they usually return to the forest after some time. Some Guarás became part of "Bandeirantes" (verdant explores) groups, especially when fighting native rakastas or orcs. They're quite used with the forest (they're reliable scouts) and the vegetal and fungus that can be found at there, and the uses they can have. They receive +4 racial bonus on Survival and Craft (herbalist) checks. Even being quite talented, they will seldom leave the Arm of the Immortals, since their life depend on regularly (at least once a month) consuming Lobeira fruits, than can only be found here. They lose temporarily one point of Constitution for each month without consuming Lobeira fruit until they reach 0 points of Constitution and die or until they eat a Lobeira fruit (and recover one point of Constitution per day) or receive any magical mean to recover their health. Magic is, however, only a temporally solution, since they'll still need to eat Lobeira fruit in a month in order to stop losing Constitution points.

Hutaakan: The hutaakan people were created from the last pure Coyotl people living at the Outer World. Descendants from the first advanced lupin civilisation, they helped the humans living at the Valley of Nithia to build this new civilisation. The Immortal Pflarr blessed this lupin people, teaching them many secrets and making them even wiser. Originally, they were very close to the Nithians, but gradually became more distant and reclusive, moving to the surrounding mountains, since those humans also became more power-hungry and ambitious.
They were unused with their new homes, however, and had problems to do the necessary hard work at first. That happened by the same time the Doulakki-descended Traldar people passed through a desperate moment of its history, devolving into a primitive state. The hutaakans helped them, but they also took many Traldars with them as servants/slaves. Eventually they became used to this, growing more and more dependent on these slaves.
Meanwhile, inspired by the success of the hutaakans, the Nithians attempt to create their own hutaakan-like people as a servant race, capturing the gnomish-sized Aardovai and magically blending them with trolls. They, however, proved to be too savage (especially the Spotted Gnolls), and soon they rebelled, leaving Nithia and entering the lands of the Doulakki and the Traldar. There, gnolls and Traldars almost annihilated one another and the hutaakans retreated once more into a reclusive life.
This time that wasn't enough, however, since the Nithian corruption by the entropic Immortals Thanatos and Ranivorus was growing too strong, to the point that even some hutaakans were embracing their cause, thirsty for power and interbreeding with gnolls in order to create a stronger breed. Pflarr was abhorred with that and removed his blessing from those fallen hutaakans, which became the Rambler breed.
Pflarr also made some of his faithful hutaakans leave the borders of the Nithian vale, being too close to corruption. Some of them migrated to the west, to the borders of the Nithian colonies at the Savage Coast, the Black Mountains and Niedegard Mountains. There, some of them resumed their reclusive lives, but others became actively involved with the Nithian colonies and the rebel groups living at there, planning to return the Nithian culture back to their old ways by force. These hutaakans were involved at the creation of Cinnabryl and the Legacies, weapons for the rebellion. They, however, never truly had a chance for using that, since the Immortals intervened, erasing all recordings about the Nithian Empire at the Outer World and, after purifying it of the entropic corruption, sent it to the Hollow World.
Those hutaakans involved with the rebellion also lost their memories about it and about their previous lives. They also forgot about Pflarr and his teachings, and his bloodline eventually stated to fade away. Some of them kept fighting against entropic forces, such as the goblinoid tribes of the Yazak Steppes, leading local lupin tribes against them and eventually mingled with them, becoming part of those breeds and giving them some of the Hutaakan Bloodline, which became strongly associated with leadership. Others reverted to their reclusive lifestyle, but in a new fashion, more nature-oriented; they eventually became the Foxfolk breed (red fur next to the Niedegard Mountains and white fur next to the Black Mountains, but most of these migrated north, reaching the Norwold region; a small part of this group mingled with Aardovai still living at the Northern Reaches, resulting in the Fennec breed of Ylaruam).
However, those hutaakans that kept their reclusive ways were preserved by Pflarr. Most of them were taken into the Hollow World, living close to Nithia. A few stayed at the Outer World, living scattered in small and remote valleys, much like their ancestors did once.

Kobold: Many sages wonder about the true relationship between kobolds and the lupins. While they bear a striking resemblance with the lupin breed known as Carrasquitos, at the same time they possess unique features, such as scaled skin and a pair of small horns. It is possible that the Beastmen Bloodline gave them this hideous appearance, but it's not known why other species with Beastmen Bloodline, such as the Gnolls, don't show these characteristics. Some sages may argue that Gnolls (or the Carrasquitos) also have the same terrible skin condition and it's simply hidden under their fur, while others may say that the scales are symptoms of a strange disease all kobolds have. Probably both theories are wrong, and even the kobolds themselves can't explain their condition (although some claim that kobolds also have draconic blood and that scales and horns are proof of that).

Senjabi: This Sindhi breed has a wolf-like appearance, although it has shorter light-coloured fur. This breed arrived at Sind by the time it faced it greatest threat (before Hule), the lycanthropy crisis of c.450 AC. The keen senses of the Senjabi (Senjab being the name the Sindhis give to the unclaimed region north of Kadesh, Peshmir and Gunjab, around the Lake Hast) were truly helpful for Maga Aditi's revolt against the shapeshifters. However, differently from the mages, that were able to create a caste for themselves, the Senjabi were forced into the lower castes after the crisis, and they had to adopt and adapt to a merchant life. And they indeed did a very good job on it, developing a good "nose for business". Involuntarily, then can make a wisdom check with DC 10 for "smelling" a good opportunity for profit.

Water Lupin: This breed is quite used to the sea and lupins from it are known as great sailors. They can be found on most ports of Brun, being especially common in Renardy, Dunwick, and among the sea wolves of Vilaverde and Texeiras. They can also be found in Slagovich, Hojah and any important port at the Savage Coast. Some Water Lupins also can be seen at the Known World, especially in Minrothaddan ships; they have a friendly rivalry with the Meditor water elves, since both consider themselves equipped with better navigating senses (they receive +2 racial bonus on Profession (Sailor) checks and can also attempt to track the desired direction at sea using their Scent ability (DC 15)). They deeply wish to one day create their own Guild in Minrothad, but they're yet newcomers at there and will need a larger population at the islands for that. Water lupins have curly, white fur much like the Bouchon, which gives then funny looks; something that ma led someone foolish enough to underestimate this breed. Despite their looks, they're capable warriors, usually quite skilled with cutlasses and sabres.

Just a small update of GP's lupin/dog breeds table

Guardian:    
Doggermann Doberman Pinscher Hattia
Narvaezan Maremma Maremma Sheepdog Narvaez
King Mastiff Mastiff (or any Molosser) Thyatis
Torreoner Pitbull Pitbull Thyatis, Torreón
High Shar-Pei Shar-Pei Ochalea
Wolvenfolk Wolf (any)
Ye Great Dogge Great Dane Ostland
     
Worker:    
Eusdrian Bulldog English Bulldog Eusdria
Glantri Mountaineer St. Bernard Glantrian Alps
Gnomish Snoutzer Schnauzer, Miniature Norwold, Northern Reaches
Norwold Malamute Alaskan Malamute Norwold (arctic only), Hyborea
Zvornikian Sentinel Dalmatian Zvornik
     
Shepherd:    
Heldann Shepherd German Shepherd Heldann
Shag-head Old English Sheepdog (gypsy-like wanderers)
Slagovich Herder Komondor Slagovich
     
Hunter:    
Basset Hound Basset Hound Renardy (also other regions)
Beagle Beagle Renardy (also other regions)
Bloodhound Bloodhound Renardy (recently Alphatia)
Chow Chow Chow Chow Ochalea
Coyotl Coyote Hollow World (Azcans/Oltecs)
Foxfolk Fox Norwold, Robrenn
Golden Retriever Golden Retriever Renardy (also other regions)
Guará Maned Wolf Arm of the Immortals (Preuve)
Hutaakan Jackal Hollow World (Hutaaka Valley)
Ispan Pistolero Cocker Spaniel Savage Baronies, Renardy
Nithian Rambler Pharaoh dog (wanderers)
Renardois Folk Français Tricolore Renardy
Senjabi Basenji Sind
Water Lupin Poodle Any litoranean area
     
Vermin Hunter:    
Aardovai Aardwolf Hollow Moon
Blue Bandit Kerry Blue Terrier Renardy (possibly other locales of the savage coast)
Burrow Bandit Working Terrier Renardy (also other regions)
Das Hund Dachshund Hattia
Fennec Fennec Ylaruam
Hound of Klantyre Scottish Terrier Klantyre (Glantri)
     
Wee Folk:    
Bouchon Bichon Frisé Renardy
Carrasquito Long-Haired Chihuahua El Grande Carrascal
Cimarron Hairless Mexican Hairless Schattenalfen, Boldavia
Ochalean Houndling Pekingese Ochalea
Ochalean Crested Chinese Hairless Ochalea
Papillon Papillon Renardy
     
Nomad:    
Long Runner Longdog Yazak Steppes
Borzoi Borzoi Nova Svoga
     
Feral [Gnoll]:    
Spotted Gnoll Spotted Hyena Broken Lands, Ylaruam, Northern Reaches, Sind, Black Mountains/Hills of Kavaja
Brown Gnoll Brown Hyena Northern Reaches, Norwold
Striped Gnoll Striped Hyena Graakhalia, El Grande Carrascal
     
Mongrel:    
Random Breeds any Mongrel or hybrid  

GP's original thread

I'm listing the Carrasquitos as long-haired chihuahuas in order to make them different from Kobolds

Sources:

First of all, all canon writings about the lupins, especially Dragon Magazine 237. Other canon sources, like RS/SB/SCCB, CoM (Gnolls), GAZ10, p. 17 and 18 (Gnolls and Kobolds) and HW (Hutaakans) were also used. Another major source were GP's articles (besides, he helped me writing all of this). Sharon Dornhoff's articles mentioning the Aardovai were also took in consideration here.

For 3e/3.5 adaptations, I took ideas from all these previous adaptations:
http://pandius.com/lupin3e.html
http://pandius.com/lupn3e_2.html
http://pandius.com/lupin3er.html
http://pandius.com/savcst3e.html
and http://www.geocities.com/TimesSquare/6011/races.html (from The Lighthouse). Unfortunately, I couldn't find anything about lupins at Mystara 3e, but my adaptation work was inspired by it in the first place

More Sources:

Although I didn't directly based my work on these two, I think they should be mentioned anyway:

-Ron Carney's New Races for Mystara: beautiful pdf, but I'm not sure if it's a 3.0 or 3.5 conversion. Still, nice work here ;)

-Mike McArtor's Lupins, from Dragon 325: This one is very nice, even if intentionally generic (for space limitations and author's choice). I didn't use it as a source simply because only today I bumped into it :P I guess I was abscent from the mystaran community when this one came about. It's very nice indeed, but works with the opposite conception I was trying to bring to 3.5, the breeds... BTW, do you agree that "the scent ability is too good to give a player character race", guys?