Arluru

A thousand years before the arrival of the Fey on the Material Plane, the Arluru lived in relative peace in The Mysts. However, Faerie discovered a new Plane, one known as the The Black Oblivion, and sent the Arluru there to explore and settle there. Instead, they discovered the denizens of this harsh envionrment - the Xin-Tai, a bug-like creature with the ability to evolve extremely quickly. Faerie, realizing the danger of these creatures, closed the way between the Black Oblivion and The Mysts, trapping the Arluru there for hundreds of years.

For a thousand years, the Arluru fought for space to live against the Xin-T’ai, who had developed with silver in their bodies to counteract the Arluru. Casualties were uncountable. In the last twenty years, however, Faerie sent strong chosen heroes to free the Arluru from the Black Oblivion without allowing the Xin'Tai through. After hundreds of years of darkness and caves, only recently have the Arluru returned to the nature they love. Some Arluru returned to The Mysts, but many blamed Faerie for abandoning them, and instead settled their packs in the Material Plane, their worship turned to other gods.

Looking like an Arluru
Arluru and known for their wolf-like features, including fur, tails, and claws. They are almost all naturally coloured, with greys and browns being the most common colouration. Please see our race face policy before deciding your makeup.

Arluru are close to nature, and tend to avoid metals, especially silver, which harms them. They wear clothing with natural fibres, and usually not too ostentatious. They prefer outfits that let them move and fight easily. Armour is considered restrictive, and only leather is commonly used. Most Arluru prefer to fight without it. The exception to their practicality is trophies - Arluru love to incorporate trophies from their successes into their outfits. These can be animal parts from hunts, items that belonged to defeated enemies, or creations they have made that they are proud of.

Sounding like an Arluru
It is not uncommon for Arluru to growl when angry, threatened, or upset, but for the most part they are quite communicative. They tend to wear their hearts of their sleeve figuratively, and aren't very good at lying or hiding things. Arluru struggle to not be at the whim of their emotions, and tend to be reactive and instinctual rather than cautious and strategic. Arluru are communicative, chatty, and love telling stories.

Arluru who have grown up on the Material Plane are very superstitious and spiritual, and will often refer to the spirits or their chosen Deity, either in prayer or in swears. "Spirits damn them."

Arluru Names
Arluru names tend to be one word, and they are usually named after something - their colouration, something from nature, etc. Last names aren't given, but if someone wants to know an Arluru's affiliation, they may give their Pack's name.

Ex. Grey, Moss, Halfear

Birth and Childhood
Arluru have a slightly lower conception rate compared to humans. However, an Arluru female can give birth to a litter of pups of two to four. When a litter is born, the entire pack is responsible for their upbringing, in addition to their regular duties. Pups are taught about the laws of the wild, the order of nature, the elements, the spirits, and the hunt right from birth.

Arluru children are not given too much supervision, and allowed to tag along with adult Arluru on hunts, spiritual endeavours, or other educational outings. It's common for children and youth to be emotional, with lots of fights and makeups, relationships and breakups. This is due to the emotional nature of Arluru, who upon maturity learn to reign in their instincts and feelings to something a bit more practical.

Once an Arluru reaches maturity, they are sent off to join a friendly neighboring pack, often helping to promote personal growth and strength as a species. If there are no other packs around, or there is a feud between local packs, the young Arluru will stay with the pack until a new one can be formed or found.

Love and Relationships
Young Arluru go through a flurry of relationships and breakups as they learn to cope with extremely strong emotions. It isn't until adulthood that an Arluru will be able to commit to another.

Once a pack member has found a potential mate, it is tradition to receive a blessing from the leaders of both of the couple’s packs. Though it is mostly for show, and a blessing is almost never withheld, nor is a blessing required for a couple to be together. It is encouraged that Arluru find mates in different packs, and then break off to create their own new pack.

Mating is usually performed by a Diviner, under the customs of whatever religion that the pack, or pack member follows (even if this is not the religion of the Diviner). Arluru usually only couple with other Arluru, however, not unheard of for Arluru to find love in the hearts of other species; be they Fey, Humans, or Kin, or others.

When an Arluru mates with a non-Arluru the non Arluru mate is considered a strong ally of the pack, and someone that the pack must strive to protect. However, this Non-Arluru is not considered an official member of the pack.

Arluru are not expected or required to have a mate unless they are a pack leader, as pack leaders always come in pairs.

Work and Play
Arluru find themselves in many different positions in a pack. There are two leaders, who run the pack, usually a Spiritualist of some kind depending on the Deity the pack worships, a pack alchemist or healer, and then the rest of the pack fill out roles as needed. Most Arluru are hunters intrinsically, but it isn't uncommon to find mages, psychics, war-forgers (smiths) and tanners as well. Everyone contributes to the pack, and learns to take on other roles if need be.

Stories are one of the Arluru's favourite pastimes - the Arluru oral tradition dates back to the creation of their species, though their written records are all but nonexistent. It is common to embellish stories about oneself, but stories passed on from others should be kept to what one hears for integrity's sake.

Belief
The Arluru are unique in that they don't all inherently worship Faerie. In fact, due to the imprisonment of the Arluru in the Black Oblivion, many Arluru shun Faerie for abandoning them. After their release from the Black Oblivion, the Arluru who rejected Faerie outright came to the Material Plane, and picked up faith in the Deities that reside there. They found the most common ground with the Conthestani, whose reverence of all things natural and the spirits within nature called to the Arluru sensibilities. Therefore, the most common religion that Arluru have is actually the Conthestani Spirits. Following that, many look to the Elemental Lords, and even less follow the Old Gods or NOS.

Trophies
Arluru pride themselves on their accomplishments, in both battle and hunting, and collect trophies off their prey. Skulls and other bones are common trophies, as well as weapons or trinkets off humanoid enemies. Arluru collect personal trophies as well as pack trophies. Personal trophies are small and worn proudly, while pack trophies are larger and shown off to friendly visitors. Along with the trophies are the tales of glory, and Arluru are more than eager to tell their stories.

Packs
A pack of Arluru usually has about 6-8 members, but can consist of up to 12-15. Depending on the size of the region, the area could have several packs. There are two leaders in a pack, often mates. Both are considered equals, and advise each other on decisions that affect the pack. Below the leaders are two Advisors. They act as lieutenants, advisors, and leaders when the leaders cannot. Not only do the Advisors offer advice to the Leaders, but it is also their duty to advise the non-council pack members on their lives. Packs that are larger than 4 members are led by a council. The two Leaders and Two advisors make up this council. As well as a Spiritualist if they are not already fulfilling one of the other two roles. The council however, is not exempt from physical duties. In a pack everyone must do their part to keep the pack healthy, and most importantly safe. Arluru are fiercely territorial, both of land and possessions. A pack is either nomadic, or claims a plot of land to call home. The size of this land depends on the strength and numbers of the pack. Packs must be careful not to overextend their borders.Packs claim territory to secure an area they can hunt freely in and protect wildlife from anything that would disrupt the balance of nature. Territory disputes are uncommon between packs of Arluru. The most common reason for a “turf war” is that one pack may feel that they’re territory is too small for them and the only way to expand is through another pack’s hunting grounds. Other reasons could be that a pack is failing to preserve nature and must be eliminated, or that the pack has actually caused a disturbance in the balance, accidental or intentional, and is profiting from it. For the most part, however, packs sharing borders leave each other alone.

Leadership Disputes
Sometimes Arluru gain a position on the council that they do not deserve, whether it be that their intentions are malicious, they have made too many incorrect decisions, or their leadership endangering the pack as a whole. If this is the case, a pack member will call a pack meeting, and announce their position on why the reigning council member is unfit for their position, and why they would be better. At this time, the rest of the pack takes a vote. The reigning member is not allowed to take part in this vote, nor is the Challenger. If the vote is unanimous, then the reigning council member must step down. If less than half of the pack agrees then the Reigning member continues to hold their position until another challenger approaches for their position. If more than half of the pack agrees, but the vote is not unanimous, then a Challenge combat will happen.

If a pack member wishes to challenge a Council Member for leadership, there are a few conditions before the challenge can take place.


 * The challenger must have been in the pack for a significant length of time, usually about a year.
 * Both the leader and the challenger must be fit for battle.
 * The challenge cannot take place during war.

In addition, there are a few rules for the challenge itself.


 * Both combatants must fight with claws only; no weapons.
 * Both combatants must be free of all alchemical, magic, faith, and psychic enhancements.
 * The fight lasts until one submits or is knocked unconscious.
 * Succumbing a Berserk or Rage state counts as an automatic loss.

The winner is declared the new holder of the position. Cheating is punished by exile.

Crime and Punishment
Arluru believe that there is a balance in nature that occurs naturally in the wild, and that all Arluru are honour bound to protect that balance. This balance can be compared to the Food Chain. Every creature has a place in that chain, and the creatures above them keep their numbers in check. Arluru are on the top of the chain, and govern all life in their territory. If one species begins to dwindle or becomes too populous, it is the pack’s responsibility to solve the problems. This is balance that the Arluru must uphold. Solving such problems could be as simple as culling the herd. More complicated problems usually involve humanoid settlements, which can be far more dangerous. But regardless, the balance must be upheld, and the Arluru are not afraid to die to preserve the beauty and tranquility of nature.

Law Within a Pack
Specifics of rules and punishment for disobedience varies between individual packs, but do follow the same general guidelines.


 * The Leader Is In Charge
 * A Leader’s word is final. While any member of the Pack may question them only the rest of the council may oppose them. If both Alphas agree however then the decision has been made.
 * The Balance Must Be Upheld
 * This is a very important rule. Arluru who willingly defy this rule are killed outright.

The murder of a pack-mate is a great offence, and is treated as an act of war. The pack goes into a frenzy, and tries to track the murderer down and avenge their fallen brother with extreme brutality and prejudice. A trophy is taken, and if the killer returns, he or she is chased and kept out of the pack’s territory or killed again.

Death and Burial
Because of the strain on their bodies, Arluru live naturally for about 60-80 years. Spiritualists, however, have been known to live to almost 100 years old. An Arluru reaching their last days displays many signs of aging. Their skin begins to sag, especially around the face. Fur becomes grey and mangy, and begins to attract fleas. Most notably, many old Arluru’s minds begin to succumb to madness, a curse that Arluru exhibit from their extended exposure to the Black Oblivion. Many Arluru are afflicted with senility as their days end, but from this, prophecy can often be gleaned. Spiritualists are almost always immune to this affliction. Regardless, the slow erosion of the aging Arluru’s mind is not only accepted within their community, but respected. An Arluru who is old enough to exhibit this condition is one who lived long and served their pack well, and is honoured by their kin. Different rituals or events happen depending on how the individual perished or is about to perish. In most cases, however, the body is burned and the ashes are scattered across their hunting grounds, the pack then goes on a great hunt together in their honour. If the Arluru in question is entering their final days and has not succumb to their madness, they may request on of two things. They may either leave their pack behind and wander the wilds until their last day. Or, if the Arluru feels they are too weak then they will stay in the pack to be cared for by the healthy members.