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Races and Cultures in rules terms

by Greg Weatherup

I think I've mentioned elsewhere that I have been working on a races file, I figured it was time to see about getting some feed back. My goal was to provide one set of rules for each of the systems that I am familiar with, RC/Gaz style OD&D, AD&D 2e, and 3/3.5e (I don't like 1e, and I don't know anything about 4e or other systems like GURPS but if someone else wants to do those portions I can incorporate them as well). My goal is to have a reference document for players in one any of my game's (and anyone else who wants to use it) to help in character creation, as well as just giving a general reference for myself. Some of these I know are controversial (i.e. the 3e elf stats) I invite and encourage discussion on them, but since it is for my usage primarily I'll ultimately go with what I want.

This was inspired by, amongst other things, the ethnography discussions, Gawain VIII's d20 project and the M3e project, Agathokles Mystara AD&D 2e Conversion in the Mystara Campaign Book, the Demographics discussions at the Italian board, and others that I am probably forgetting.

Here's what I got so far:

Table of Contents:
*Humans
*Demi-humans & major near-humans
**Dwarves
**Elves
**Gnomes
**Hin
**Lupin
**Rakasta
*Goblinoids and Giants
*"Wee Folk" (Fairy Races)
*Half-Races
*Others
**Land, Aerial, and Amphibious
**Aquatic
**Extraplanar

For each race entry I give a descriptive write up, generally from the Mystara net almanac or elsewhere, maybe an additional paragraph or two by me clarifying my take on them, and a one-line description and some statistics on how common the race is in different parts of Mystara (stats from the Italian Demographics project)

I then give a list breaking each race down into subraces and/or into ethno-cultural groups with a brief note on where their found or what distinguishes them, and I then give a write up of each in the following format:

Name: (Where found or examples)
Description
Descendency: a brief description from the ethnography project
Physical Description: Typical characteristics, i.e. relative size, hair/eye colours, typical build size, etc.
Stats: Any stats or rules changes for this subrace (not found in ethno-cultural group stat-blocks)
Languages: What languages they normally learn, both in terms of Automatically granted languages and common secondary choices
0e Common Characters: Types of classes and Class variants typical of this group under the RC and Gaz rule systems
2e Common Class(es) and Kits: Class choices that are culturally "the norm" for this group, along with notes on the prevalence of certain kits. (Kit info largely from GP's conversion)
3e Favoured Class(es): (Only where it differs from the standard rules)
3e Preferred class(es): Classes (Basic, NPC, and prestige) that are cultural norms for this group.
(Note in one of the above 3-4 sections I also would like to eventually include a few notes about common views towards magic or types {clerical/arcane/etc.} for the group in question, things like fearful of arcane, utilitarian or 'route to power' view of magic, or "view sorcery as unholy pacts with entropics", etc.)
Common Faiths: Typical faiths* and even discussion of frequently encountered churches and immortals amongst the faithful of the group in question

*= this is per my faith categories as I posted [here] [Edit: whoops, I guess I hadn't posted any of that here on the piazza]


HUMANS

"Compared to most of the nonhuman races, who tend to get along with others of their own race reasonably well, the humans of Mystara are divided into innumerable competing nations, states, sects, religions, kingdoms, and tribes. Humans argue about anything, fight about most things they argue about, and hold dear among their many deities quite a few who actively encourage that type of behaviour."
"The longer-lived races of elves and dwarves tend to have respect for individual humans who deserve it without necessarily respecting the entire race. The elves have difficulty forgetting that the first human empire of Blackmoor nearly destroying the world and casting them out of paradise. The fact that early human empires invariably corrupted themselves does not reassure the elves. The dwarves, particularly those of the Northern Reaches, respect humans as fierce warriors, but fear that there would be little room for their race in a world dominated by humankind."
"Humans don’t see it that way, of course. Their greatest heroes outshine the deities themselves, or become deities in their own right. Unfortunately, the same could be said of humanity’s greatest villains, and that is the challenge facing any human adventurer. Power comes at a cost." --- from an earlier draft of the Mystara d20 pdf project by Roger LV Girtman II, aka Gawain VIII.

Humans come in all shapes and sizes, without really any common theme to unite them. If there is anything that can be said to generalise humans is that they are all unique. Racial unity is rare, and only takes place when there is a non-human threat close by. Otherwise, they fight more often amongst themselves than with other races.

The humans of Mystara come from various mixtures of one or more of the original six human races - The native Tanagoro, Oltecs, and Neathar, and the otherworldly Alphatians, Laterans, and Emerondians. Due to such mixing, culture, nationality, religion, and/or extended family groups are more important to human identity than sub-race.

Humans are by and large the most populous of the sentient, cultured, inhabitants of the world, making up 82.1% of the Known World, 67.3% of Norwold, etc.

Human ethno-cultural groups of Mystara:
Antalians - Blond and red-headed northmen. People of the Northern Reaches, Heldann, Norwold, Wendar etc.
Alasiyans - People of Ylaruam, also used for the Thothians
Alphatians, Cypri - "Common" Alphatians
Alphatians, True - "Pure" Alphatians
Atruaghin - Includes all tribes
Cynidicean - Natives of Cynidicea
Darokinians - People of Darokin. They are mixed, but should be considered one here.
Dom - Gypsy people related to the Traladarans.
Dunael, and etc. - Natives of the Isle of Dawn
Emerondian - Emerond
Ethengari - People of Ethengar
Glantrians - diverse peoples of Glantri
Hattians - natives of Hattia and the ruling class of Heldann
Huleans - of Hule
Jennites - from the steppes of Jen and Esterhold
Karimari - people of Ulimwengu on the Serpent Peninsula
Laterans- Averoignese/Sylaire, Kaelics, and Fens of Glantri
Makai - Dark to brown-skinned people. should entry include nativised Ierendians? what about Albarendi (Albino's of Utter Island) & Honor Islanders
Minrothadders or 'Thadders- Natives of Minrothad
Nuari- Tanagoro descended people of the Pear Islands. Korotiku followers.
Ochaleans - People of Ochalea
Thothians - Natives of Thothia. See Alasiyans
Thratians - Natives of the Hinterlands
Thyatians - includes Kerendans, but not Hattians. These people have gone on to form the Thyatian Empire. Outside of their imperial holdings, they may also be found in Karameikos, Darokin, Glantri, and Ierendi in large numbers. Olive skinned, with brown hair and eyes, and of average height. They are solidly build, and many have prominent noses. They are a haughty people, and renowned the world over for their treachery.
Traladarans - Natives of Traladara. Boldavians.
Sindhi - People of Sind
Yannivey Islanders - Yannifey tribesmen (similar to Antalians) intermixed with Alphatians. Also used for Honour Islanders?
Yavi- peoples of Yav, descended from the Tanagoro with some intermarrying with Sheyallia elves, on the Serpent Peninsula and Thanegia Island


Antalians: (Heldann, Northern Reaches, Norwold, Wendar)
People of the Northern Reaches, Heldann, Norwold, Wendar, as well as the northern barbarians of Borea. Blond and red-headed northmen.
Descendency: from the Daharians (an Aharian or True Neathar people with some Valoin or Oltec mixed in) approximately 3 and a half millennia ago.
Physical Description: Usually Blond hair, sometimes Red or black.
Languages: Heldann/Heldannic (Automatic), Elvish, Alphatian, Thyatian, other local common.
0e Common Characters: Fighter, Godi (Cleric), occasional Rune Mage and Wise Woman.
2e Common Class(es) and Kits: Fighters, Priests, Bards. Northman (Fighters), Berserker (Fighters/Priests), Wilderness Warrior, Defender, & Skald (Bard) kits common, rare thieves are either Scouts or Swindlers. In Norwold and Borea the Barbarian kit becomes common.
3e Preferred class(es): Fighter (esp. berserker types), Scalds. Barbarians not uncommon amongst these people of Norwold and Borea, rarer but not unheard of in more civilised regions.
Common Faiths: Aasatru.

in this example the Common Faith entry could use expanding and I need a good, brief, summary of their approach and view towards magic.


Alasiyans: (Ylari & Thothians)
This group includes two distinct cultures, the Ylari - they are the principal ethnic stock of the Emirates of Ylaruam, and form minority groups in Thyatis and eastern Darokin, and the Thothians of the South-Eastern Isle of Dawn. Largely nomadic, they value the family and tribal unit above all, and have a deep reverence for the Immortals, with most Ylari following al-Kalim. The commoners wear plain trousers and shirts with long robes and sandals; nobles dress more elegantly, wearing more expensive materials and often adding wide sashes, jewellery, and expensive boots.
Descendency: from the Aseni (an Ahonian [Neathar] people) around 1100 BC.
Physical Description: Ylari: Dusky skin, dark brown or black hair and eyes, 6' 1"(male), 5'8" (female), sharp features, slight build. Thothians: light brown complexion, brown or black hair, generally have brown eyes, tend to be short but many are powerfully built.
Languages: Ylari or Thothian (Automatic), Alphatian, Thyatian, Traladaran, dwarf.
0e Common Characters: Fighter, Faris (Defender of Al Kalim)
2e Common Class(es) and Kits: Ylari: Fighter, Cleric, Dervish, Thieves, Bard. Corsairs (Nithian Fighters), Defender (Fighter), Desert Nomad (Fighter), Myrmidon (Order of the Pike and Order of the Arrow members), Prayer Leader (all), War Priest (for Order of the Mace members), Dervish (Priest), Itinerant (Priest), Beggar (Thief), Vizier (Rogue, Wizard), Barber (Rogue), Academician (Wizard), Militant Wizard (for Order of the Spell members) kits and most all Thief kits
3e Preferred class(es): Cleric, Fighter
Common Faiths: Old Traldar- The Eternal Truth of al-Kalim (Ylari), ? (Thothians).

This entry needs a few things:
first off do I have the Descendency correct as per the ethnography project?
2nd- the Language list is probably incorrect for Thothians (Dwarvish and Traladaran are probably not appropriate, is there anything that could replace them or just have Alphatian and Thyatian as common secondary choices for them?
3rd- The 0e/2e/3e write up is solely for the Ylari, what about the Thothians? for that matter are there any other 3e classes that would fit for either group (i.e. perhaps Warrior?)


Alphatians, Cypri: (Alphatia, Bellissaria, Isle of Dawn, Norwold, Alatian Islands, includes some Blackhill and Aalbanese of Glantri)
Derogatorily referred to as "Common" Alphatians these humans are the result of generations of interbreeding between the otherworldly "Pure" Alphatians and the Cypri civilisation. Outside of the Empire of Alphatia, they are found primarily in the islands of the Minrothad Guilds, the Emirates of Ylaruam, and the Principalities of Glantri (mainly in Blackhill). Men and women commonly wear a kihara- a full length robe with flowing sleeves. The ostentatiousness of the kihara varies in direct correlation to the wearer's social status.
Descendency: Mixture of the True Alphatians and Cypri Alphatians, and likely other human groups from Old Alphatia, all before Landfall.
Physical Description: Coppery to Golden skin, golden brown to dark brown or red hair, brown, gold, green, hazel, or amber almond eyes, 6' (male), 5'9 (female), delicate bones and facial features, lean build.
Languages: Alphatian (Automatic), Thyatian (Automatic outside of the empire, common within), elf (sylvan), draconic, auran.
0e Common Characters: Cleric, Magic-User.
2e Common Class(es) and Kits: Elementalist Wizard, Specialist Wizard, Wizard. Myrmidon (Army Fighter), Noble (Wizard/Priest), Academician (Wizard), Militant (Wizard), Swashbuckler (Wizard, Fighter), Loremaster (Bard), War Priest (in the Army), Pacifist Priest (Cleric of Alphatia or Koryis)
3e Preferred class(es): Wizard, Cleric. Aristocrat (Spellcasters or children of Spellcasters)
Common Faiths: various Alphatian beliefs.


Alphatian, True: (Alphatia, includes Flaem of Glantri)
Usually referred to as "Pure" Alphatians, they tend to be genetically predisposed towards being capable of strong magics.
Descendency: Alphatians who are either from old families that avoided intermixing with Cypri's, or those who inherited the recessive "pure" genes from "Common" parents.
Physical Description: "Pure" Alphatians: vary pale, nearly white or albino, skin tone with bluish tints, black or even bluish-black hair, black, blue, or even purple eyes, usually tall and slender. Flaems: dark, Coppery skin and reddish hair in pure Flaems, often diluted by intermixing with other Glantrians.
Languages: Alphatian (Automatic), Thyatian, Elf, Draconic, elemental languages.
0e Common Characters: Magic-User
2e Common Class(es) and Kits: Elementalist Wizard, Specialist Wizard, Wizard. Myrmidon (Army Fighter), Noble (Wizard/Priest), Militant (Wizard), Swashbuckler (Wizard, Fighter), Loremaster (Bard), War Priest (in the Army), Pacifist Priest (Cleric of Alphatia or Koryis)
3e Preferred class(es): Sorcerer. Aristocrat (Spellcasters or children of Spellcasters)
Common Faiths: various Alphatian beliefs, Arcane Mysticism.

What this entry needs:
Other than how we are currently above discussing (see above posts by Håvard and Cthulhudrew) the issue of where to place the Flaem (in the Common, True, or in their own entry) and the Honour Islanders, I think it is pretty close to done. maybe try to figure out some 2e Kit that is uniquely appropriate for Pure Alphatians.


Atruaghin (sometimes, though rarely, seen as "Atruaghi"): (Atruaghin Clans and immediate surrounds)
Descendants of the ancient Oltec people, these humans are almost entirely confined to the Atruaghin Plateau and surrounding lands. In their language they derive their name (literally "Children of Atruaghin") from an ancient hero who liberated them from orcish rule and who created the plateau which dominates their lands and protects them from the outside world. There are five main cultural groups (or clan's) divided into numerous tribes.
Descendency: mix of Azcan and Zumache (both Oltec peoples) around 3000 B.C. to 1400 B.C.
Physical Description: Average height, but of solid build with a reddish cast to their skin; hair is typically very dark brown to bluish-black, and eyes are brown to black; notable absence of facial hair.
Languages: a language specific to each Clan (of which each tribe has a unique dialect) (Automatic), Atruaghi (A sprachsbund and lingua franca common to all the tribes), Darokin, Sindhi, Sylvan. Each clan's language is as follows: Bear clans language is the most similar to Atruaghi; Elk, Tiger, and Turtle clans maintain older languages- Elk-Zumache, Tiger- Azcan, & Turtle- Oltec; Horse clan mostly make use of a sign language when amongst outsiders or while on the hunt though they do have a language, similar to Atruaghi, which they use amongst themselves. (rules wise, the Bear clan and spoken Horse clan languages can be treated as dialects of Atruaghi)
0e Common Characters: Fighter, Shaman
2e Common Class(es) and Kits: Fighter, Druid, Ranger, Shaman. Savage (Warriors), Scout (Thief, esp. Elk Clan), Wilderness Warrior (Warriors, esp. Rangers of Elk and Turtle clans), Trader (Bear Clan Bards), Beast Rider (Horse Clan Warriors riding horses), Shaman (Priest), Filcher (Thief), Savage or Wokan (Wizard), Totemic Druid (Balancers of Mahmatti), Jaguar Knight (Tiger Clan Fighters), Fetishist (Bear Clan Rogue), Hunter (Bear Clan Warriors), Pueblo Priest (Bear Clan Priest), Healer (Bear Clan Priest)
3e Preferred class(es): Fighter, Hallillan (Wilderness Rogue), Shaman, Warrior
Common Faiths: Oltec- They believe in shamanism, a mystic religious philosophy that associates the power of a specific totem animal to whole groups of people (clans and tribes) and to individual characters. They also worship Atruaghin as the Great Father of the Clans, and share a similar mysticism towards the Ancestors of the Five Clans, the heroes who protected and shaped the clans which now are considered the Children of Atruaghin. Tahkati, Hattani, Mahmatti, and Ahmanni are the divine founders of four of the five major clans (Horse, Bear, Elk, and Turtle respectively), all of them followers of Atruaghin's word and his most trusted allies and servants. Tiger clan however, follow Atzanteotl and Danel Tigerstripes.

I rather like this write up thus far, I'm just not sure If I got the Physical Description and descendency bit's right, and I hope it's not too wordy (especially the Faith entry seems a bit long). The main thing it needs is some feedback on my approach to the languages issue, what does anyone think? I tried the approach hinted at in Wilhelm & Agathokoles's A Timeline of the Oltec Man along with a sprachsbund like I remember someone (who was it?) had suggested.


Darokinians/ Daro: (Darokin, Glantri)
The Darokinians are the polyglot peoples of the nation of Darokin; they vary widly in origins but have come to share a common culture to a large extent, though they remain very physically mixed. Darokinian culture is dominated by merchants, trade, and mercantile metaphors. Darokinians may be found all over the world, buying and selling, though most never leave their homeland. Darokinians are not especially religious, though there is a Church of Darokin and if forced to choose a single patron immortal, many Darokinians would choose Asterius in either his honest or dishonest aspect.
Descendency: mixed
Physical Description: Pick a nation adjacent to Darokin and use its physical characteristics.
Languages: Darokinian and Thyatian (Automatic), Any language spoken in an adjacent country
Preferred class(es): Expert, Merchant-Prince, Rogue
Common Faiths: Imperial. Followers of Asterius, the Church of Darokin, the Church of Universal Harmony, various faiths of neighbouring lands (especially Church of Thyatis) or indifference to religion also commonplace.

(I need to expand the Preferred class(es) entry out into each rules-set yet, and the whole entry could use rewording and reworking.)


Dom: (Known World, Hule)
Also known as Kadreshi or Tsigani, there are approximately 120,000 Dom on all Mystara, split in three major natsia or wandering nations- The Domani (Darokin, Ylaruam, Western Thyatis), Daro/Darine (Eastern Thyatis, Ierendi, Five Shires, Minrothad), & Lomavren (Sind and Huyule or Greater Hule)
Descendency: They descend from the Traldar that migrated west into Sind during the invasion of the Red Orcs circa 1000 BC. Although the Traldar immigrants adapted to and adopted much of Sindhi culture, they never fit into that region's rigid caste system. Consequently, the Dom left Sind (though a few tribes remained) around 600 BC
Physical Description: See Traladaran
Languages: Domanes and an additional human tongue per natsia (Automatic). Domani- Darokinian or Traladaran, with the other a common secondary choice along with Thyatian and Alasiyan; Daro/Darine- Thyatian; Lomavren- Sindhi or Hulean.
0e Common Characters: Thieves ???
2e Common Classes and Kits: any sort of Gypsy like kits for Thieves, bards, or spellcasters/seers/diviners. Any sort of entertainer, juggler, or acrobat kit for rogues. Darine Mystic and Sharpster. Hedge Wizard kit ???
3e Preferred class(es): Expert, Bard, Sorcerer, Rogue.
Common Faiths: Other (some sort of mix between Old Traladaran, Samdu, and druidism?)

What this entry needs- feedback and better ideals for the Class breakdowns. A better understanding of their Zirchev centric religion (or is that version unique to the Darine natsia?)


Dunael: (Isle of Dawn, Thyatis)
Description: A arbitrary category for various minor M-Celtic ethnic groups who populated the Isle of Dawn (alongside the Thothians) before the arrival of Alphatians, Thyatians, and the more recent Antalians. They are known by many names in different parts of the Isle with some cultural disntiction, but not enough to distinquish each group. These include the "Albigesi" of the western side of the Isle and of Dunadale and northern Hillvale, the Dunael proper who originate in Dunadale and Westrourke and have emmigrated elsewhere, the Ruagallans of Redstone (M-Irish), the Caerda/Caerdans (of Caerdwicca and Furmenglaive), the Amancerians or Albernians of the Shadow Coast regions of Septentriona and Meridiona, The Teizhel's of Kendach and the neck, and possibly others (the Thelles of Ekto & Trikelios?, the more Antalian influenced Helska & Oskmanni?, old Asyidhi groups? or even minor, non-isle of dawn almost extinct groups like Doulaki and Toralai?).
Descendency: Mix of the Asyidhi, Oltecindians, and later Neathar Albans peoples, with some influx from various Antalian migration waves and Thothian, Alphatian, and Thyatian settlement, all in differing amounts amongst the various sub-groups.
Physical Description: ?
Languages: Most of the older languages have died out and most only speak Thyatian, Alphatian, or occassionally Thothian
Preferred class(es): Fighter, Barbarian, Cleric
Common Faiths:


Laterans: (Glantri)
The most recent major race to arrive on Mystara, is actually three separate ethnicities (Averoignese/Sylaire, Kaelics, & Fens) but their numbers are so small that they can be treated as one.
Descendency: 3 distinct groups on old Laterre.
Physical Description:
Languages: Sylaire, Kaelic, or Anglais (Automatic), otherwise as per Glantrian.
Preferred class(es): Wizard, Bard
Common Faiths:


Thyatians: (Thyatians and Kerendans of Thyatis, Karameikos, Isle of Dawn, Ierendi, Darokin, Glantri, includes Caurenzans of Glantri)
The Thyatians and Kerendans were the other two major tribes to emigrate to the Known World in ancient times. These people have since gone on to form the mighty Thyatian Empire. Outside of their imperial holdings, they may also be found in Karameikos, Darokin, Glantri, and Ierendi in large numbers. They are a haughty people, and renown the world over for their treachery. They wear thigh-length tunics and trousers, cut to accommodate prevailing weather.
Descendency: Thantalian or "Southern Antalian" peoples (descended from the Skandaharians - a Aharian {or True Neathar} people with some Valoin {Oltec} blood) mixed with (and expelled by) Milenians that sailed in waves across the sea of Dread in the 6th & 5th Centuries BC and conquered and absorbed the Doulakki.
Physical Description: Olive skin, light to dark brown hair, brown or blue eyes, 5'11" (male), 5'5" (female), wide brow, prominent nose, solid build.
Languages: Thyatian (Automatic), Alphatian, Traladaran, Hinterlander, Ochalean, Ylari, elf (sylvan), dwarf.
0e Common Characters: Fighter, Cleric, Rake, Forester (rare but culturally appropriate)
2e Common Class(es) and Kits: Fighter, Cleric. Noble, Spy, Local Hero, Peasant Hero & Swashbuckler kits are appropriate for any class. Defender (esp. of Vanya), Noble Warrior, Myrmidon, Swashbuckler, or Gladiator kits for Fighters, while the Cavalier kit would be appropriate for Kerendan Fighters. Most Rangers are members of the Foresters while Warden or Falconer kits are appropriate for Rangers who are not Foresters or even Guardian, Justifier, Pathfinder, or Stalker kits would not be inappropriate. Kerendan Paladins can be Chevalier, Equerry, Militarist, or Squire kits, associated with the Cavalier and cavalry emphasis of the Kerendan sub-culture, while the more urbane Thyatian Paladins would usually be church or state associated, while a Retebius Air Fleet or Knight of the Air could be a Skyrider kit Paladin. War Priest and numerous other kits (i.e. Nobleman Priest, Peasant Priest, Prophet, Scholar, etc.) would be appropriate for Clerics. The rare Druid would most likely be a Natural Philosopher kit and would be most likely from the Isle of Dawn. Wizards usually will not utilise kits but Militant kits for Wizards with a background in the legions or Academician kits for Wizards from the Collegium Arcanum (or from Sclaras) are appropriate as would Patrician or even Peasant Wizard kits. Almost any kit for Thieves and Bards are not unheard of but rare, usually with the Herald, Thespian, Gallant, or Charlatan kits.
3e Preferred class(es): Aristocrat, Cleric, Fighter, Rake, Rogue, Warrior, also Ranger (Foresters) or Gladiatorial Barbarians. note: would Scout and/or Swashbuckler be appropriate?
Common Faiths: Imperial/Thyatian


LUPINS

"Lupins are a race of dog-people that have spread over the world of Mystara. The origins of the lupins are unclear; some believe they are merely a type of more civilised gnolls, and if this were the case, then gnolls would be a race of lupins and not goblinoids. Others think that they are the descendants of the Hutaakans, a race created by the Immortal Pflarr at some unknown period of history. Because of this belief, some lupins have returned to worshipping Pflarr, and this has caused much trouble in the lupin nation of Renardie."
"Over the centuries, lupins have scattered over most of Brun and the rest of Mystara, evolving into several different races. Like humans and other short-lived species, there are too many races of lupins to mention here, just as there are far too many breeds of dogs to describe in a couple of paragraphs. I shall therefore limit this entry to naming a few and giving a general location where they can be found."
"Grand bloodhounds are excellent trackers from the nation of Renardie, while the carrasquito is a small breed that lives in El Grande Carrascal of the Savage Coast. The ogrish chow-chow was once a slave race to the ogre-magi of Ochalea but is now free. The foxfolk is scattered throughout Brun, while the Glantri mountaineer is limited to the Glantrian Alps. The Heldann shepherds are a goat and sheep raising race found in the Heldannic Territories. Many, many more exist, especially crossbreeds and mongrels (as they are called)." -- Mystaran Almanac

? wrote: "Lupin are one of the major civilised races on Brun, though they don't seem to have spread beyond the sea, except in the nation of Ochalea. Lupins coexist fairly well with humans and demihumans, less so with Rakasta and Goblinoids, and they hate lycanthropes with a passion."
"This canine race has developed its own society, a feudal monarchy, in the Kingdom of Renardy, which in any case shows strong Glantrian and Baronial influences. More primitive Lupins along the Savage Coast still adopt a nomadic hunter-gatherer lifestyle."
"Lupins are also very common in Ochalea, where they have adopted fully the local customs (of Rakastan origin!), as they have done in the Traladaran City-States of the Gulf of Hule."
"In Glantri, Lupins are likely the third most common race beyond humans and elves, though the native races tend to keep apart from Glantrian society."

note: I've since lost track of where those quotes come from. Does anyone recognise them so that I can give proper attribution? It might be all one source or it might be a series of different quotes.
Lupins are 0.8% of the Population of the Known World, 1.6% of Norwold, etc.

Unlike other races where during character creation you pick first a sub-race and then an ethno-cultural group (if there are any for the chosen sub-race) Lupin breeds (and Rakasta breeds) are instead distinguished by picking both a Sub-race and a Ethno-Cultural group independent of one another with the resulting combinations (if valid) giving one or more Breeds. (example to follow)

Sub-Races

Ethno-Cultural Groups

An example to follow

For Lupin characters, the combination of Canis sapiens canus sub-race, and Hunter ethno-cultural choices, results in two possible breeds- The Chow Chow of Ochalea and/or the Senjabi of Sind

Canis sapiens canus Hunter: (Chow Chow of Ochalea, Senjabi of Sind)
Medium Breed
Descendency: from Wolvenfolk
Physical Description: yet to be written.
3e Stats: Medium size, Low-light vision, Natural attack: 1 Bite (1d4/x2), -2 Sense Motive, Scent, Repelled by Wolfsbane, High Lupin Senses (+4 bonus to Listen, Search, Spot, & Survival, -4 racial penalty to sonic and odour attacks and their applicable saving throws, Scent range 150% of normal).
additional breed abilities: Chow Chows have +2 Con, -2 Cha, and can Scent shape shifted creatures (on DC 10-15) and always recognise Ogre-magi. Senjabi can smell profit opportunity (Wis DC 10, involuntary)
Languages: yet to be written
Favoured Class: Chow Chow- Barbarian, Senjabi- Rogue
Preferred class(es):
Common Faiths: yet to be written

What this entry needs: as you can see, quite a bit still, but I just wanted to get an example up for now.

As you can see, I've very heavily used Átila's Lupin article for 3e Lupin's.