Vulpini are a very ordered society that expects every individual to do what is best for others. This attitude pervades their entire race. No vulpini can turn aside the chance to make the world a better place whether it is for their race or for others.
There are three genders for the vulpini. The standard male & female are of course present. The third is neuter. Neuters are very rarely born and these comprise 1% of all births.
Personality
Vulpini follow moral codes as strict as any paladin's oath and are as disciplined as any monk. If a comrade is captured or harmed they are relentless in bringing down the offender. In addition they explain vulpini law and expect their comrades to obey it to the best of their abilites. Honor, chivalry and courage are expected of every vulpini.
Mating
Mating is what vulpini call marriage. Instead of spouse, husband or wife as the title of the partner they are called mate. Vulpini are odd in their mate is selected by scent more than anything. It is the scent that draws a vulpini and causes them to investigate the potential mate. Vulpini have no objection to taking mates outside of the race.
When the pair decide to cement the relationship in a ceremony it is always conducted by clerics of Fatin. Marriages of convenience are forbidden within the culture. The ceremony is very elaborate as what it does is highly important to the society. The scents of the two intertwined and even if one mate has no scent ability they are always able to scent their mate. Lifebond necklaces are an option as it is a ceremony of Fatin.
Taking a mate is not lightly done as vulpini are monogamous. Even if one of the pair dies it is very unlikely the surviving member of the pair will ever take a new mate, if they even survive the trauma.
Children
Kits are something anticipated with joy. Vulpini cannot produce kits outside of taking a mate unless a deity interferes. Since it takes so long to mature and to find a mate means young are very rare. When a female knows she is expecting she is usually very pampered and has a very high chance of knowing the moment she is expecting.
Vulpini reach adulthood at about 90 years old and then must pass the yearly Days of Responsibility to prove they are ready to become adults in the eyes of their elders and parents.
Festivals
Lykos 10: Day of Remembrance. On this day the Vulpini and Elgarians who stayed behind to allow the others to escape to safety are remembered. This day is celebrated on the Home island when possible. If not the Vulpini will sit in meditation for the day and if their companions are interested and trusted they will divulge the story of the day.
Shashi 23: Days of Responsibility. For a week young Vulpini who have reached the appropriate age and training are allowed to prove that they can be counted as adults. Each day except the last involves a task set by the Clan Neuter.
Day 1: Gather Food. (hunting and Gathering)
Day 2: Cook a meal for the clan with what you gathered
Day 3: Fight in a one on one battle
Day 4: Fight against multiple opponents
Day 5: Fight as a team against multiple opponents
Day 6: Stand Guard Duty
Day 7: Feasting and honoring of those who passed the trial
Seekers
+2 Str, +2 Wis
Medium
Normal Speed
Low-Light Vision: Vulpini can see twice as far as humans in conditions of dim light
Vulpine Traits: Vulpini gain the ability to use a bite attack (1d3+Strength). This bite is a primary attack unless he is wielding a manufactured weapon, then it is a secondary. In addition all vulpini gain the scent special quality.
Enclave Protector: Seekers +1 to the caster level of any abjuration spells they cast. They also gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the user's character level.
Natural Armor: Due to their ties to their lycanthrope ancestors Seekers gain a +2 Natural Armor bonus
Moon-Touched: Seekers are closer to their lycan heritage than other vulpini. The close tie grants them a DR 5/silver
Languages: Vulpini begin play speaking Common and Vulpini. Vulpini with high Intelligence scores can choose from the following: Celestial, Draconic, Elven, Gnome, Abyssal, Felarian, Giant, and Sylvan.
Wardens
+2 Str, +2 Con
Medium
Normal Speed
Low-Light Vision: Vulpini can see twice as far as humans in conditions of dim light
Vulpine Traits: Vulpini gain the ability to use a bite attack (1d3+Strength). This bite is a primary attack unless he is wielding a manufactured weapon, then it is a secondary. In addition all vulpini gain the scent special quality.
Undead Hunter: Extensive training to face their ancient foe Wardens train extensively. This grants them a +2 vs fear effects and when they are fighting undead Wardens gain a +4 dodge bonus to AC. The training in hunting them and catching them unawares grants all wardens Perception & Stealth as class skills.
Lifebound: Wardens feel a deep tie to life and do not give it up readily. They gain a +2 racial bonus on all saving throws to resist death effects and negative energy. Fortitude checks made to remove negative levels and Constitution checks to stabilize.
Weapon Familiarity: Vulpinis are proficient with longbows (including composite longbows) and rokah blades
Languages: Vulpini begin play speaking Common and Vulpini. Vulpini with high Intelligence scores can choose from the following: Celestial, Draconic, Elven, Gnome, Abyssal, Felarian, Giant, and Sylvan.
Vulpini Fur Color
Arctic: White, but not albino
Gray: Red and Black grizzled. Stripe along the length of its tail
Bengal: Grey to Pale Brown
Cliff: light tan, with white underparts and a black tip on the tail
Cape: black or silver gray fur with flanks and underside in light yellow. The tip of its tail is always black.
Fennec: cream color and fluffy
Kit: gray coat, with rusty tones, and a black tip to its tail
Swift: dark, grayish, tan coloration that extends to a yellowish tan color across its sides and legs. The throat, chest, and belly range from pale yellow to white in color. Its tail is black-tipped, and it has black patches on its muzzle
Red: bright reddish-rusty with yellowish tints. A stripe of weak, diffuse patterns of many brown-reddish-chestnut hairs occurs along the spine. Two additional stripes pass down the shoulder blades which, together with the spinal stripe, form a cross
Grey: The rump and spine is brown or grey with light yellowish bands on the guard hairs. The cross on the shoulders is either brown, rusty brown or browinish reddish. The limbs are brown
Cross: The fur has a darker colouration to the former. The rump and lower back are dark brown or dark grey, with varying degrees of silver on the guard hairs. The cross on the shoulders is black or brown, sometimes with light silvery fur. The feet and head are brown
Blackish-Brown: Has blackish-brown or black skin with a light-brownish tint. The skin usually has an admixture of various amounts of silver.
Silver: Characterised by pure black colour with a variable admixture of silver (covering 25–100% of the skin area)
Platinum: Distinguished from the silver morph by its late pale, almost silver-white fur with a bluish cast
Amber: Distinguished from the red morph by its late pale, almost white fur
Samson: Distinguished by its woolly pelt which lacks guard hairs. Can apply to any color of red fox