Topic: ~Lupinossai General Information~

Fleetwolf

Date: 2012-02-09 01:04 EST
http://i1190.photobucket.com/albums/z450/lupinossstudios1/Lidia-Archives.jpg
Hoping to shed light on the Lupinossai with updated and compiled background information and culture. These FAQS should help with most questions. If you have a question that is not answered, please leave a comment in OCC Central so we can help you out.

Index of Lupinossai FAQS:

Beliefs
Bonds & Temperaments
Holidays & Celebrations
Marriage & Reproduction
Numbers
Rituals
Sports

Fleetwolf

Date: 2012-02-09 01:06 EST
The Lupinossai do have a religion and theology. As a side note, the Lupinossai are not locked down to only their beliefs or pantheon but support a belief that the more gods you know the better your blessings may be.

~Definitions~
Deities:
The first Lupinossai to have attained eternal life and have transcended the mortal realm. Deities are immortal and never die.

Demigods:
The children of the Deities, having only powers to affect certain aspects set in place by the Deities. Demigods are immortals and never die but can be cast out of their position by failing their duties.

Champions or Loaas (Angels):
Servants of the Deities. Deities are the only ones allowed to choose Champions or Loaas. Champions or Loaas are immortals that can be killed if their souls are destroyed.

Lasheet (Demons):
Minions of Fen, the Ebony Knight. Minions or Lasheet are immortals and cannot be killed or destroyed but they can be imprisoned or sealed away for a time.

~The Lupinossai Pantheon~
Deites:
Canis (Mother of all Lupinossai):
Canis exemplifies and personifies the aspects of Emotions, Family, Health, Life, Love, Magic, Peace, and Virtue. Canis assists Lupis in ruling the Peak of Enlightenment, though she is often at the Lake of Tears or the Trinity Lake, both are in Lupinoss. In Rhydin there is a hidden Grove and a bubbling brook she takes comfort in.

Fen (The Dark One, The Ebony Knight):
Fen exemplifies and personifies the aspects of Anger, Cruelty, Darkness, Evil, Malice, Sin, Temptation, and Torment. Fen rules what the Lupinossai call the Beyond as well as visiting the mortal realm often to snare the unsuspecting into doing his bidding.

Lupis (Father of all Lupinossai):
Lupis exemplifies and personifies the aspects of Bravery, Courage, Honor, Knowledge, Strength, and Wisdom. Lupis rules the Peak of Enlightenment, the highest mountain in Lupinoss that only immortals can survive the trip to reach. He tends to visit Lupinossai in various realms, checking on them and squabbling with his mate Canis in the Rhydin realm.

Demigods:
Ernas (Mother of all Nature):
Ernas has been set to watch all of nature, this includes animals, plants, and the environment.

Foxingale (Mother of all Healing):
Foxingale has been set to watch over all healing arts both magical and mundane. She is the patron of healers, priests, and doctors.

Lunasa (Keeper of the Moon and Night time):
Lunasa keeps the phases of the moon in perfect precision and watches all that goes on during the night. Fishers, Riivii, and those who skulk in the night offer prayers and wishes to Lunasa.

Malus (Keeper of Time):
Malus ensures that the timeline flows in one direction only. Should the flow of time be broken or meddled with he will take immediate action.

Nalese (Keeper of Weather):
Nalese stirs the weather with her influence and magic. She is a twin sister to Ernas, Mother of Nature. She is prayed to often by most farmers and travelers. Legend has it that when the weather grows foul that Ernas and Nalese are bickering as siblings are known to do.

Nimbus (Father of Laughter and Mischief):
Nimbus is unique among most of the Demigods. He was given the task of lightening the mood of the very warlike nation of Lupinoss. He also has a very mischievous streak.

Sulas (Keeper of the Sun and Day Time):
Sulas is the elder brother of Lunasa. With his strength he watches over the day and wrestles the sun to keep it in the sky until he grows weary and let?s go.

Vanguard (Shepherd of Souls):
Vanguard is the keeper of Lupinossai souls and shepherds them as they Walk the Cycles of Day and Night. Vanguard is what all Lupinossai souls see when they die.

Lasheet:
Amaretto (The Dark Twin):
Amaretto was created when the Loaa Ammy Spiritor helped a lich fight a war. Her soul was split and one half was put in a shard of soul crystal. It was the darker half of the Loaa Ammy. The soul would not be happy to stay in the soul crystal and wanted freedom. Loaa Ammy made a body for the crystal shard and Amaretto was born. The Deity Fen found Amaretto quite attractive and evil and made her a Lasheet.

Loaas:
Ammy Spiritor (Hero of the Den):
Ammy is a new addition to the Loaas as her countless sacrifices and even death to protect the Lupinossai Den has elevated her beyond mortality. She is always willing to aid and help those in need. She is a Loaa of Canis.

Fleetian Wolf (Watcher of Realms, Bard of Nature):
Fleetian is an every changing Loaa often changing form to allow himself/herself to watch and record what happens in other realms or realities. Fleetian has also adapted to using music to help sooth or stir up Nalese when it is called for. He/She is a Champion of Canis and Lupis.

Iimiidiina Foxingale-Walley (Ambassador of the Pantheon):
Iimiidiina is the youngest Loaa to exist and has become quite influential with other races and beliefs in acquiring allies and friendships. He is a Champion of Canis.

Host of Lupis:
The Host of Lupis are those who have died fighting in the Old Country (Lupinoss) that were of sound faith in Lupis even when the god was believed dead and gone. They have been elevated beyond mortality and now serve as Loaa soldiers faithfully helping Lupis in any battle or cause. The Host now includes those who die in Rhydin as well.

Host of Canis:
The Host of Canis are mothers who have died in child bearing and the parents torn from their children during war time. They were elevated from mortality to watch over all of the young Lupinossai and to inform Canis when a child is in need no matter how old they are.

Vuusoolta Wolf (Sage of the Lupinossai):
Vuusoolta is quite young by the standards of most sages, but he seems to be wise beyond his years. He is often the patron of most Lupinossai scholars and teachers.

The pantheon encourages the practice of meditation as a way to clear your mind and be aware of your surroundings. Lupinossai can pray to anyone in the pantheon but the prayers and numbers of worshipers do not give anyone in the pantheon more power nor does the lack of prayers and worshipers weaken any in the pantheon.

~Lupinossai views on Death, Souls, Good, and Evil~
Belief on Death:
A Lupinossai?s outlook on death is interesting. Most of it will have to do with how the soul chooses what to do when parted from the soul, but that is explained in the section dealing with Souls. As to how a Lupinossai body is dealt with when the Lupinossai dies is a detailed ritual. The body is to be cleaned, groomed, and perfumed with balms and oil. This is to help prevent the body from decaying too quickly to allow relatives to come to peace with the death. Once the body is cleaned and cared for, it is placed in a glass shrine often raised by magic. With the body an empty soul gem and a pure jade wand is placed on the chest. This allows a soul that has not left the body to Walk the Cycles of Day and Night to decide on whether to stay with mortals (Soul Gem), or to be reborn (Jade Wand).

If either of these Items glows then the soul has made its choice. If neither item glows, then all will know that the soul has moved on. No matter what the soul chooses the body is burned to ash in keeping with ancient practices from the Old Country where land was valuable and often fought over so burial was not viable. The ashes are then, with magic turned into a Moorte (Death) gem. The color is often the color of the aura the living Lupinossai had. This Moorte gem is then taken into the home and placed within a family shrine honoring deceased members of the pack. Moorte gems, armor, weapons, and other personal items often worn or with the deceased most of the time are enshrined believing that should the souls Walk the Cycles of Day and Night will know they are remembered and cherished.

Souls:
When a Lupinossai dies the soul does not go to a place like heaven or hell. Instead the soul has one of three choices it must make when Vanguard comes for them. The soul may choose to Walk the Cycles of Day and Night and be shepherded by Vanguard. The soul may choose to remain on the mortal world to instruct and guide those who still live. These souls are housed in soul gems that are round orbs the size of a large clenched fist. The soul gems allow the soul to meditate and reflect for a long time thus making the soul a sought after source of wisdom and mentoring. The final option the soul has is to be reborn by accepting the life of a newborn but having all of their memories from their past life locked away. The soul inhabits a jade wand that Canis will take. Canis will look among her people and place the wand with a mother of her choosing that is in the beginning cycle of giving birth. Mothers that find a jade wand by their sides during the time of birthing often feel honored. However, no one will know who is being reborn as Canis will not choose right away thus having many jade wands to distribute among those bringing in new life.

You may be wandering what ?to Walk the Cycles of Day and Night? means? This walk is the Lupinossai concept of keeping spiritual energy cycling through their world. The reason for the name ?Walk the Cycles of Day and Night? come from the way Lupinossai souls move as spiritual energy. Evil or dark souls actually walk about during the day time trying to blot out the sun and try to foil Sulas? wrestling match with the Sun. By the time they win, their time allowed on the mortal plane is up and Vanguard shepherds them to the West Gate of Life as the Sun sets. Vanguard would then shepherd in the souls of light to walk the night sky. During the night, the souls help Lunasa watch over the Lupinossai as stars in the night sky. A shooting star is often a sign that a soul that was walking has found a newborn to protect and thus falls to the realm of mortals to be that child?s guardian Loaa. These souls that walk the day and night do eventually fade and feed energy to the plants, animals, and environment to help new life be born and to nourish growing life. There is one week of the year that the souls that walk the day and the night can manifest themselves to the living. That is called the Parade of Souls. It is a gift Vanguard gives to these soul?s who Walk the Cycles of Day and Night to visit those left behind.

Good and Evil:
In regards to how Lupinossai regard what is a Good soul, and what is an Evil soul, they envision the soul as being one large crystal within ourselves. Whenever something bad or evil is done the crystal will become cracked, flawed, or broken completely if these bad or evil actions are repeated constantly or if they are severe enough. A Good soul is a crystal with few to no cracks or flaws in them when the Lupinossai dies. An Evil soul is a crystal that has broken and thus become dark, or is so full of cracks and flaws that the soul is beyond help. However, one can mend their crystal by mending their ways or doing a specific task by a Deity or Demi-god.

On Taking Life:
Lupinossai stand firmly on the belief that to kill a fellow Lupinossai in all rights is evil. The only time this is contradicted is when a war is going and it is soldier against soldier, or if there is a legal right to kill another Lupinossai as blood revenge for killing another Lupinossai on purpose. Their outlook on killing animals to survive is simple. The animals provide nourishment and food but do have souls as well. When hunting, if they catch, or bring down an animal, a small rite or prayer is given thanking the animal for the sacrifice and asking forgiveness for the needed killing. As to the outlook on killing non-Lupinossai they generally accord the same view that it is evil to kill another person whether Lupinossai or non-Lupinossai, however if you mistreat them, they have just ground to repay what has been done to the full extent and even kill a non-Lupinossai. So far, few non-Lupinossai have tried to irritate them and thus any actions taken have been minor and no death involved.

Lupinossai Beliefs:
It is often asked if Lupinossai have a religion. The answer is no. Religion is a set of rules for worshiping some higher being to be upheld to obtain grace, miracles, blessings, or entry to some nirvana. The deities of the Lupinossai walk among the Lupes. Many are quite mortal in their acts and thoughts, and none of them depend on followers or worshipers to feed or sustain their deity powers. Being a race created by science and humans, the Lupinossai view religions as a waste of time or not applicable to themselves.

What the Lupinossai encourage each other to do is to meditate and to listen to the energy about them. Lupinossai hold the soul as precious second to life. Much of the magic used by Lupinossai resonates and uses the energy from the soul. Many souls of those departed have remained to teach and instruct from jeweled shrines known as soul gems. Most of these reside in the Soul Garden. Many souls have expressed a strong desire to aid their loved ones and will even inhabit a weapon or armor to help defend them.

During the Spiritor Wars, many souls were unwillingly ripped from the bodies of many Lupinossai and placed within suits of armor to create bodiless soldiers or to fuel deadly magical spells. The Den of Wolf was nearly wiped out during this war as many Lupes lost their souls. To this day, the taking of a soul, or the use of a soul for a weapon is taboo.

Therefore, honoring the souls of the departed and understanding the energy about them is the primary belief of the Lupinossai. They do believe in karma as well as rebirth. Revival of a dead one is considered taboo and an affront to the natural flow of life.

Fleetwolf

Date: 2012-02-09 01:10 EST
Personality Types and Lupinossai Bond Types:

~Personality Types~

Lupinossai come in four main types of personality Alpha/Beta/Omega/Submissive and two transitional types: Lone Wolf/Unstable

Alpha Type:
Alpha type Lupinossai are the type that feel the need to look out for their pack members and be strong leaders in good and bad times. They can dominate Beta's, Submissives, Lone Wolves, and if really dominant, maybe an Unstable type.

Beta Type:
Beta type Lupinossai are junior alpha types. Not quite as dominant as their Alpha leaders, they are there though to help run the pack, keep the pack in order when the Alpha's are away, and if the Alpha's die, they take the Alpha's ruling position. Beta's can dominate Submissives and really submissive Lone Wolves.

Omega Type:
Omegas type Lupinossai fluctuate between the roles of Alpha, Beta, and Submissive. They can dominate Alphas, or be dominated by Alphas depending on if peace, stress relief, or distraction is needed in the packs that Omega's are with. Omega's do not have to listen or put up with Alphas. Omegas are catalyst Lupinossai. The cause reactions or simply stop them.

Submissive Type:
Submissive type Lupinossai are the family or core of the pack. They help keep the pack or the family running. They make sure everyone is cared for and will listen to all commands from Alpha's, Beta's, and Omegas. Submissives are the level headed Lupinossai and are not always weak or meek.

Lone Wolf Type:
Lone Wolf types are hard to understand sometimes. Lupinossai are pack creatures and if they can be together it helps keep them stable, happy, and feeling valuable. A lone wolf type will not last well on their own with no support, defense, or alpha, and often are just in this personality type temporarily until they find a pack to join. Otherwise they are warily watched for instability.

Unstable Type:
Being an Unstable type Lupinossai is a temporary phase of Lupinossai. It can be caused by deaths, trauma, mental issues, old age, or rage. Unstable types are never permanent and usually resolve themselves.

~Bond Types~[/b}

A bond is any union or link shared between two Lupinossai or a Lupinossai and another Species. Whether it is soul, magic, mating, or pack, it doesn't matter. A bond is a bond. These bonds though can be broken and undone by either recipient.

Soul Bonds:
These are bonds often made between two people who have managed to barter for each others lives by using their souls to keep the other alive until they recover, and even as far as reviving the other person in the bond.

Magic Bonds:
Some Lupinossai mages and affinity users can bestow magic bonds on others as a way to communicate, draw upon power, or inflict injuries, curses, or malice.

Mating Bonds:
A mating bond is a bit hard to explain as each mating bond tends to be unique for each mated pair. Mating bonds are ancient blood and soul magic bonds that naturally happen when two Lupinossai seek to form a mating pair. What makes these bonds a bit unique is that the mates bond or link can impart benefits. These benefits can range from letting the other mate know feelings, pain, emotions, thoughts, location, see what the other is seeing, even share magic spells or magic abilities that the other mate can use. Again, this mating bond is unique to each mated pair and they should come up with whatever unique effect they want.

Pack Bonds:
Pack bonds is a simple way of saying clan bonding or family bonds whether by birth or adoption. Some may say servitude bonds as well. It is a bond that you willingly take on yourself when you decide to join a pack. It is related to your position in the pack and is a way for the whole pack to know how each other is doing, or if anyone is injured. In dire times, the pack bonds lets the Alpha's take control of their pack members but this hasn't been done since the days of the Old Country.

Fleetwolf

Date: 2012-02-09 01:12 EST
Ah yes. It's time for the holidays, and I am sure you are wondering what the Lupes celebrate.

Last Week of October
Parade of Souls

The Parade of Souls is a whole week during the last of October where Vanguard, Shepherd of Souls allows all the souls walking the Cycles of Day and Night to manifest as visible spirits or ghosts in the Den and Lupinoss. These can be good or evil souls. Lupinossai can commune with the souls if they wish or try to avoid them. It is also a time for cleaning, dusting, and renewing the pack (family) shrine.

December - January
The Celebration of Life

Celebration of Life was started at the end of the Great Den Wars. All Eight Dens of Lupinoss were locked in civil war for dominance at that time. Over 50,000 Lupes lost their lives in the wars, that was nearly half of Lupinoss' inhabitants.

Greater Den Wolf was brought to extinction. The only surviving members of that den are Street Wolf, and Fleet Wolf. Den Stridar and Den Shieldar were hit very hard as well. Den Steel was the only Den to weather the wars due to their military prowess and came out on top. Den Foxingale lost many trained healers in the war and Den Spiritor lost whole generations of Mages to Mage Killers. Den Graydol was merged into Den Sprintar and few remember that Graydol was a Great Den.

The Lupes were so tired of death and violence that they forced themselves to look at what they had left and cherish the fact that they lived, and still live. As the years passed on and the Celebration of Life was honored, it became a time to look at what you have, realize how worse things could be, and to celebrate being alive. Any Lupe's born during this time were celebrated as bringers of hope and new times to come. The celebration starts mid December and ends mid January.

The Celebration of Soul
Celebration of Soul was also born from the wars. The Lupes could not forget those dead from the war nor leave the bodies to rot on the battle fields. It took 3 weeks to gather all of the bodies, prepare them for being made into soul gems. The Celebration of Soul lasts five days and starts two days before New Years Day, and ends two days after New Years. The reason it is five days long, is it took the mages and priests 5 days to lay the souls to rest in their soul gems.

The Celebration of Soul is not a sad time. During this time, the souls are able to leave the soul gems and take physical form. Those five days, loved ones are reunited and both living and the dead celebrate life. Counseling, blessings, and encouragement are given during this time. At the end of the five days, the souls return to their soul gems, and rest till the next Celebration of Soul.

Fleetwolf

Date: 2012-02-09 01:14 EST
Lupinossai Reproduction and Marriage:

Lupinossai Males:
Are pretty much identical to human males with only one exception. They have a sheath of skin protecting their member while standing, walking, or running. The sheath can be pulled or moved down to allow for urination. There member does swell at the base to form a knot like bulge to keep the male and female together long enough to ensure proper fertilization (30 minutes maximum).

Lupinossai Females:
Are pretty much identical to human females with three exceptions. They have two pairs of breasts. Only one pair is visible, the second pair remain hidden within the fur until pups are conceived. The second pair will start to fill with milk when whelping (birthing) time nears. Lupinossai females have anywhere from one to four pups. The pups are often no more than 6 lbs each in larger Erthrii Lupinossai or as light and fragile as ? a lb for Airii Lupinossai. Lastly, Lupinossai females will cycle for an entire month, but only for one month out of the entire year. This was a genetic hard wire for keeping the Lupinossai from growing too rapidly in numbers when the Humarans were breeding them for their own military use. Gestation time for a Lupe female is 4-6 months. Pups are weaned from their mothers after 6 months of age.

Genetic Viability:
Given the unique genetic engineering the Humarans used to create the Lupinossai, females can mate and conceive most offspring of other races. Likewise, Lupinossai males can impregnate females of other races as well. This was intentionally built into their genetics to allow optimal integration with a continent to be taken over with the populace enter mingled and subdued.

Aging for Lupinossai:
Lupinossai age a bit differently than humans. There is mental aging, and then there is physical aging. Lupinossai mentally mature at a rate of 6 months per calendar month or 6 years of mental maturity at the age of their 1st birthday. This was intentionally bred into them to create viable offspring for rapid military training. There physical aging is 2 years to every 1 calendar year till the age of 4. At 4 calendar years of age, a Lupinossai child has the body maturity of an 8 year old. From there the age normally at a rate of 1 year per 1 calendar year. Again, this was intended breeding by Humarans to create faster, viable replacement troops.

Now that the physical aspect of breeding and male and female differences explained, an explanation on Unions, Packs, and Mating shall be discussed.

Mating:
To a Lupinossai, this word simply translates to sexual relations with another Lupe. It is not always tied to the concept of procreation. Due to the unique issue of females only cycling one month out of the year, a lot of tension can happen with both males and females. Thus the Lupinossai culture has a broad, open mind on open mating with others as long as it is not the month of cycling. When it is the month of cycling, if the Lupes have a union with another Lupe, they must be with that Lupe during that month for procreation. Lupes with no union are forbidden to mate during that month. There are many contraceptives used as well to prevent social disease and everyone, including children (Yuunoa) are taught the facts of reproduction, mating, and when it is appropriate.

Union:
Union is the term that Lupinossai use in place of marriage. They do not view their mate as property thus they prefer not to use the word marriage. Unions may be large celebrations involving packs or whole dens or very small and discreet performed by the Council Judge of Mating/Packs/Unions. The mates may choose to have an open Union or a closed Union. An open union is where both mates agree that if they wish to, they may mate with others throughout the year to fill the need of the body if they are unable to be together. A closed Union is where both mates agree to be with each other and only mate with each other. This is often chosen by mates that are not both Lupinossai as the foreign culture sometimes frowns open this practice, or by Lupinossai that feel they have no need to mate with others. Unions may be broken if either mate finds one or the other unworthy of their love or trust.

Pack:
Pack is the word Lupinossai use in place of family. A pack may be composed of the two mates, several litters of pups, or blood siblings, or elder sires and dams. A den is similar to a clan where multiple related packs live together. It is considered and honor to whelp pups into a pack, but it is viewed a disgrace to whelp pups outside of a pack. All in a pack look out for each other, care for, and support one another. Pups whelped outside of a pack are considered low class and the spawn of a male who knew no control of his desires or a female desperate for support to mate during the cycling month for money.

Fleetwolf

Date: 2012-02-09 01:16 EST
Having evolved separate from humans, Lupinossai have been unable to create a number system like ours. So, in the early days, they just relied on what they had: their paws. Five fingers rest on each paw, and that is what they needed in the beginning. So, their first numerics system runs as follows:

Thoom: One
Paant: Two
Miid: Three
Raan: Four
Piin: Five

These first numbers were also used in conjunction with the names of each of their finger: Thumb, Pointer, Middle, Ring, and Pinky, respectively. However, as time went on and the Lupinossai became aware of numbers greater than five, they started to evolve their own understanding of numbers and quantities.

Eventually, they started use their word for Paw, "Pahm," to represent something greater than five--the Lupesh equivalent to Hrair. But then, they realized they had more than just one paw, and they could use the second paw to count more. Adopting Paant as their word for Double, they established the following numbers for Six, Seven, Eight, Nine, and Ten.

Pahmthoom: Six
Pahmpaant: Seven
Pahmmiid: Eight
Pahmraan: Nine
Pahmpiin: Ten

And so, the Lupes were able to count to Ten. Anything over this number became Paantpaam-- Double Paws. Thus ended their knowledge of simple numerics. As time wore on, and the Lupes became greater in number, Canis and Lupis eventually started to delve into the origins of complex numerics in order to keep more accurate track their race's population. They established a new system that could count beyond just Ten.

They first established the first numbers--Thoom, Paant, Miid, Raan, Piin--as the bearers of a new meaning in Lupinossai understanding: Single, Double, Triple, Quadruple, and Quindruple. Using these roots, they established the first double-digit numbers that eventually evolved to follow something like this about two generations after Canis and Lupis took power.

Eleven: Thoompaantpaam: Thumb Double-Paw
Twelve: Paantpaantpaam: Pointer Double-Paw
Thirteen: Miidpaantpaam: Middle Double-Paw
Fourteen: Raanpaantpaam: Ring Double-Paw
Fifteen: Piinpaantpaam: Pinky Double-Paw
Sixteen: Thoommiidpaan: Thumb Triple-Paw
Seventeen: Paantmiidpaan: Pointer Triple-Paw
Eighteen: Miidmiidpaan: Middle Triple-Paw
Nineteen: Raanmiidpaan: Ring Triple-Paw
Twenty: Piinmiidpaan: Pinky Triple-Paw
Twenty-one: Thoomraanpaan: Thumb Quadruple-Paw
Twenty-two: Paantraanpaan: Pointer Quadruple-Paw
Twenty-three: Miidraanpaan: Middle Quadruple-Paw
Twenty-four: Raanraanpaan: Ring Quadruple-Paw
Twenty-five: Piinraanpaan: Pinky Quadruple-Paw
Twenty-six: Thoompiinpaan: Thumb Quindruple-Paw
Twenty-seven: Paantpiinpaan: Pointer Quindruple-Paw
Twenty-eight: Miidpiinpaan: Middle Quindruple-Paw
Twenty-nine: Raanpiinpaan: Ring Quindruple-Paw
Thirty: Piinpiinpaan: Pinky Quindruple-Paw

Beyond these numbers became the new version of Paantpaam. Since the passing of Canis and Lupis, the Lupinossai no longer make advancements in their own reckoning of numbers and simple mathematics. The number thirty became the last number they could count. Anything aside from that is Paantpaam.

They do, however, have at least an understanding of hundreds, and even thousands. They may not count them, but they are aware of the existence. And, finally, they have an understanding of Infinity, or Immortality, thanks to the existence of Deities. Their word for Infinite/Forever/Immortal is Paantpaamwoo.

The next topic of discussion is the keeping of time.

The Lupinossai are more advanced when it comes to time-keeping than numbers. They, first of all, do have an awareness of months and years, though their limited numeric abilities do somewhat prohibit them from keeping track of just how MANY years. As such, after maturity, birthdays do not mean much. Oh, sure, they are celebrated. But that doesn't necessarily mean they KNOW what birthday they are celebrating.

Months have already been posted in the language of the Lupinoss but they include four extra months due to Lupinoss having 16 months a year. But for the sake of convenience we show the 12 months that correspond to normal calendar time in Rhydin, here they are:

Arca: January
Amber: February
Crysteel: March
Duran: April
Dysis: May
Entwine: June
Harma: July
Lunarna: August
Nanueh: September
Pearleh: October
Restre: November
Genesis: December

The simplicity of time-keeping comes when we start talking about how the days are divided. See, the Lupinoss do not bother with hours, having evolved separate from humans. They divide their days based upon the position of the sun. These, as well, have been established as such:

Fuus: Future
Oohmaara: Evening
Oohmoo: Early
Paash: Past
Priis: Present
Mootaara: Morning
Wiimoo: Late
Wiiwaara: Noon

The only one not established is Night, which is now Ohmaana.

And finally, we come to the most complex, and most essential, fragment of all advanced societies: Economy.

Economy, of course, is made up of many different fragments--Income, Expense, GDP, Taxes. And there are many different economic systems: Federalism, Communism/Socialism, Subsistence, and Barter.

The Lupinossai society, for a while, was based around a Subsistence economy. In other words, each Lupe worked for his own benefit, and nothing more. But as the culture advanced, so did the means of buying, selling, and exchange.

The first Lupes to understand that they could produce more than just what they need very quickly set up the first businesses, mostly bartering in food and other essential needs, such as weapons and clothing. In exchange for their goods, buyers would provide a service or good of their own, whether that be work hours, tools, or even, on some instances, the flesh.

The Barter system worked for many generations. It is still being used to this day, for the most part. Since then, however, the Lupinossai have started to lean toward a more Socialist society as their pack instinct has grown over the generations.

The various Deity rulers started programs to help those who were crippled or could no longer provide services. These sweeping reforms have resulted in "welfare plans" for Lupes such as orphans, the elderly, and those who were born with disabilities, or gained handicaps through the many wars that have plagued the Lupinossai. Examples of these programs in the RhyDin Den include the Whisper Paws Orphanage--run by Foxingales--and the Communal Pack, where the needy are kept and cared for. These various welfare's, since they are state programs, are heavily safeguarded against fraud, so nobody can abuse the system.

Of the many services that are provided through the barter system that remains the dominant force in Lupinossai economics, some of them include:

-Food
-Water
-Work Hours (something like indentured servitude)
-Prostitution (Unfortunately, this is a fact in Den economics, though most Lupes that do such things are typically exiled or moved into Welfare)
-Furniture and Real Estate (This is a Renting system)
-Weapons and Tools

And that is the basic overview of Lupinossai Economics.

Fleetwolf

Date: 2012-02-09 01:18 EST
~Rituals~

Coming of Age:

The ritual of coming to age is simply display of maturity in public. The initiates are chosen by their village or the parents if the initiate has proven acceptable. The age range is 12-18. This ritual can be done in place of the child becoming an Alpha by according to Den Law.

Trial by Proof are as follow by Den:

Graydol: Deep sea diving for a precious stone or pearl.
Shieldar: Escort of an Alphrans. Alphrans must be safe and unharmed.
Steel: Fabrication of a weapon, then a duel using said weapon and winning.
Sprintar: Foot Racing either distance or time as the goal.
Stridar: 2 weeks survival in the Wolfen Glen Forrest alone.
Foxingale: 2 years adept in the ways of healing.
Spiritor: Duel of magic after learning the arts for 3 years.
Wolf: Luprikai Duel (Martial Arts) or a hybrid of the above.

Gifts are often awarded afterwords for the new Adult to help with their life. Councils will take place as well to instruct in the new roles. Initiates can try to succeed until the reach 18. If they are not successful, they are still considered adults, but lose rights to obtain Alpha status.

Naming Ritual:

Names can be some really funny creatures. Naming rituals in Lupinoss used to be going to the local wise Lupe or mage and having them toss bones with letters up into the air then reading them when they land to get the First name of the Child. Though Lupinossai do Follow human customs in regards to often naming Children after honored relatives. With the passing of time, many resorted to using Lupesh words, and currently modern names from other races and species. Lupes can have just a First and Last name, or a First, Middle, and Last name.

With the last names though something tricky comes up. The male in the mating pair (Alpha's) goes before the females name. If the female or male has more than one mate, regardless of situations, the last names of those mates are added as well. Sort of a lineage code you could say. For Example:
Ammy Loraine Phoenix-Wolf-Spiritor-Zodis-Shimmerscale
(each last name shows more ties to relations or other families with this one Lupinossai)
However when adults prepare for a union with another adult, they may change their last name as they wish.

Setting Up the Pack (Family) Shrine:

All Lupinossai packs (families) have a shrine set up in their homes to honor their ancestors and as a way to commune with their ancestors souls within the Moorte Gems for advice. There are two locations that are usually best for the shrine. A room that is central in the home so all members of the pack can access the shrine, or an area off to the side to allow privacy for individuals when meditating before the shrine.

What is needed for the shrine can vary quite a bit depending on the Great Den or Clan that the pack is from. For the most part a shrine will have the following or most of the following items:
Altar - Table, Smooth Boulder, a Shelf or anything flat and stable to hold the Shrine.
Mantle - A cloth that is woven by hand, passed down by generations, or a cloth blessed by Canis and Lupis. Can be plain, patterned or colored.
Representations of Pack Affinities - Objects representing the affinities of each pack member.
Moorte Gems - Moorte Gems of every ancestor that have passed away.
Personal Items of the Ancestors - This can weapons, armor, clothing, jewelry or other items that the ancestor wore.
Polished Sphere of Amethyst - This is for cleansing the energy around the shrine and keeping the shrine in positive energy.
Representation of Canis - Heart-shaped stone of Rose Quartz.
Representation of Lupis - Heart-shaped stone of Gray Quartz.

These items are usual, but each shrine is unique to each pack and more things can be added or it can be kept simplistic. The area for the shrine is then filled with an incense of white sage, lavender, and sandalwood for the first day while the Alpha of the pack meditates until the souls of the ancestors speak to him from the altar. Once that is done, the rest of the pack may use the shrine. Incense of lavender, sandalwood, rose, and cinnamon should be on hand for burning while meditating using whichever scent the meditater feels is right for them. A pack shrine will usually offer protection from most ill wills and magic.

Fleetwolf

Date: 2012-02-09 01:19 EST
There is only one team sport that exists in Lupe culture, which requires a great amount of skill, strength, and speed to practice and master. It is largely based around the English sport of rugby, a precursor of American football.

The rules are simple. The pitch is 200 Erthrii paces by 50 in official play, although any space can truly be used. There is a goal line and the object of the game is to cross that line to score--each "touchdown" is worth one point. The first to reach ten points wins. The ball itself is round and made of leather.

Play is continuous, which means it never stops unless there is a penalty or the ball goes out of bounds. There are a variety of ways to move the ball. The first method is by running, which advances the ball down the pitch. The second method is by passing, though never forward. The third method is kicking, which is only forward.

There are fifteen Lupinossai to a team: 8 forwards, which are typically bigger and bulkier that are the equivalent of linebackers in football; and 7 backs, which are smaller and more agile and try to exploit possession of the ball.

The opposing team can claim possession of the ball by tackling, which occurs only below the waist. No pads or armor are worn, and professionals play in only Maasi'imi'is, which are solid-colored to represent which team you are playing for.

There only two things which stop a game: Out of bounds, and penalties.

When the ball is out of bounds, both teams line up perpendicular to the sideline, facing each other. A player from the team not responsible for the ball going out passes the ball, and the players jump to try to claim possession. Something like the opening tip in basketball.

When a penalty is called, the referee places the ball at the spot of the penalty, and the players form a two-rowed "tunnel." At the referees signal, the front row grapples with the opposing team and try to kick the ball into the row of teammates behind them.

Penalties are rather cut-and-dry, simple and obvious. A penalty occurs when one of the following rules is broken:

1) No tripping
2) No unnecessary roughness, i.g. fur pulling, eye gouging, biting, etc.
3) No forward pass, or backward kick
4) All players will act with conduct becoming of civilized competitors
5) There will be no more than fifteen Lupinossai on the field for each team at any given time
6) Any blood feuds that result from loss of matches will be punishable with expulsion and a report to the Den Fangs
7) Any use of magic to alter the field, ball, or players to give an advantage is strictly prohibited. Use of magic will result in immediate expulsion from the game and a three-game suspension.

There are no off-sides in Lupinossai Rugby, or Aavaa Domaa, so players can move around the field and switch position how they see fit. However, it is to the benefit of the backs that they stay behind the forwards, who, as stated before, are far larger than they.