Werewolves
While the history of the werewolf ties all the way back to the Earth Mother Gaia and the original wolf, Cenric, cultures all over the world have their own theories and folklore on why the creatures came into existence. In truth, they were created as a natural enemy and balance to the vampires created by Lilith. Warriors of Gaia. When the vampires began to build up an impressive body count with no real natural predator, Gaia created the werewolves to put an end to their tyranny.
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However, as time passed, the creatures just became one of legend with their own human-created folklore. In European beliefs, they were beasts disguised as men that preyed on humans with the intent to either turn them into beasts as well or just kill them. The fear of werewolves was a great one, and some cultures even went so far as to persecute men and women who looked more hairy or ‘beastly’, burning them as they did the witches. Though the records of men tried as werewolves are extremely rare, they are there.
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In the Americas, they are greatly tied to tribal histories. It is said they were a blessing bestowed upon the hunters to protect the tribes from danger and make it easier to hunt for food. Some even believe that they were made to hunt and destroy vampires to keep them from feeding on humans. Though, due to their volatile nature, there was a level of fear associated with them as well. When the full moon sat in the sky, these saviors of men would shift into vicious beasts. Those who were once family became indistinguishable from foe. Out of control werewolves became the same dangerous monster that they were protecting people from. While over time these tribes learned how to deal with them, most of them cast out their cursed kin. Some werewolves even took their own lives out of remorse for what they did.
In Europe, towns would go into lock down on the night of the full moon and even called on the hunters to establish presences in them. While larger towns and cities became well protected, smaller ones continued to suffer. Eventually, the Hunters Guild grew to a size they could send men and women out to protect these smaller towns. It all began to turn to a never ending cycle where the humans hunted the werewolves for their actions and the werewolves banded together to attack the humans in return. Only when losses on both sides became too much for either side to justify did tense truces come to be.
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Werewolves and vampires have had a long history of rivalry all over the world. Believed reasons for this vary. Some think that it is because both of them must turn humans in order to keep their lines going, but the flaw in that theory lies in the werewolf’s ability to breed and pass lycanthropy through genetics. Others believe that it sparked from vampires preying on those werewolves were trying to protect, or even persecuting werewolves themselves. Still others think it is just their nature to fight with no real reason required. A primal urge to destroy the other.
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It all came to a head in the Great War 1,000 years ago in North America between the vampires and the werewolves. After nearly 1,600 years, the vampires decided it was time to put an end to Cenric. He was too powerful, too successful, and extremely honored among the werewolves. After many years of tracking Cenric at the cost of many lives and being discovered, they followed him to North America where he met with the wolves of the barely discovered lands. On the new moon is when they made their move. A great and overwhelming force of vampires stormed his well protected camp, but with the wolves unable to shift, the battle was lost long before it began. The wolves did not, however, go down without a fight, and the execution took longer than anticipated. Those who managed to flee, immediately warned others and news began to spread quickly. When the wolves were able to shift once more, the heart of the war broke out with vampire and werewolf beginning to attack on sight of the other.
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Though, the outcome of the war only ended in both sides suffering severe losses to the point that in the lands of North America, vampire and werewolf alike became much more scarce. Both sides eventually went into hiding to preserve what they had left, and over time the open violence turned into animosity instead, and then eventually indifference in a lot of younger generations of wolf. As time went on after the war, they became creatures of legend and myth. Though there are those on both sides who may hold to that rivalry very strongly, a large amount of vampires and werewolves have learned to coexist while remaining loyal to their own, especially in cities. Werewolves that still live in the wilderness in traditional packs as well as older wolves in general tend to harbor a more hostile outlook on their natural enemies.
Characteristics
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Warm body temperature. Normally around 100.5F (38C).
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Flaring tempers.
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Fast metabolisms.
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Lean build.
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Werewolves possessed enhanced senses, the strongest being their sense of smell. Even in human form, they're able to hear noises from a distance and track particularly strong scents. In shifted form, however, ,these senses are extremely strong, able to even follow a scent path that is days old.
Lycanthropy
Lycanthropy is a virus transmitted through the bite of a lycan. It can only affect and turn humans and witches/warlocks. When a human or witch is bitten, after twenty-four hours have passed, they will uncontrollably and forcibly shift into a frenzy-state wolf. The first shift is the longest and can take up to six hours to complete. During this time, the lycan will undergo severe pain as their body very slowly turns into their beast form. Wolfsbane can be used to weaken them during the transformation and after the shift.
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If the bitten target is a witch or warlock, the virus will suppress their magic and render them incapable of using magic in any form or medium. There exists no exceptions or loopholes to this.
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Should a lycan bite a non-human, non-witch, or non-werewolf, their target will have trouble healing the site of the wound. If too many bites happen, it could eventually lead to incapacitate. They will suffer the fevers of transition, but it will stop there and eventually go away. The more bites they sustain, the longer it will take to get healthy.
Born Lycan
Because lycanthropy is genetic, a child born of a lycan and another lycan, or a lycan and a human will carry the werewolf gene. It will lie dormant in the wolf until he or she reaches puberty where they will undergo an uncontrollable, frenzied shift. Generally, because they are exposed to their nature at a young age, born lycans will generally be more comfortable with their inner beast and have a better grasp on their temperament. They might be more exposed to packs and most comfortable being a part of one as well.
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Born lycans also have a few physical perks as well. Since they are born with the gene and it triggers while they are still young, a born lycan will be slightly physically stronger than a turned lycan of the same age. A born lycan may also be able to resist a full moon shift at an earlier age than a turned lycan, too. Lastly, when in their beast form, their regeneration will work slightly faster than that of a turned lycan.
Turned Lycan
A turned lycan is a human that has been bitten and infected by a lycan. Twenty-four hours after a human has been bitten, they will lose all control of themselves and shift into a frenzied wolf. Turned lycans will struggle greatly with their new emotions and may be prone to uncontrollable shifts due to stress or rage. Because the process of shifting is very painful, it can cause turned lycans to be very fearful of their own nature. With time and possibly even a little guidance, a turned lycan can learn to control themselves better and become more attuned with their inner beast.
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Because turned lycans live out most of their life as a human, adapting to the culture of a werewolf can be more difficult. This results in turned lycans becoming more prone to being loners rather than pack oriented. That is not to say a turned lycan will have no desire to join a pack, many eventually do. However, the changes they undergo and the susceptibility to uncontrolled shifts can make them more skittish and antisocial in the early stages of their lycanthropy.
Lycan Strengths and Weaknesses
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Enhanced Strength: A lycan can be up to twice as strong as a human of a similar body type. They are strongest on the full moon and weakest on the new moon.
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Enhanced Senses: A werewolf will be more sensitive to sounds and smells, even able to sniff out their own kin. They cannot sniff out other races. Because of sensitive hearing, they are less inclined to conjugate in particularly loud places for long. Like with their enhanced strength, their senses are also strongest on the full moon and weakest on the new moon.
Garou
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Unable to use magic: Lycans are unable to use magic.
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Moon Phases: Everything a werewolf is capable of is tied to the moon. Weakest on the new moon and strongest on the full. Not only that, but on a full moon, a lycan will have an almost irresistible compulsion to shift. Younger lycans will be unable to control it and older ones will be subject to severe pain and pallor if they resist it.
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Injury: Most things that are fatal to humans will also be fatal to werewolves.
Garou are regarded as the true warriors of Gaia and are an endangered breed of werewolf. The reason for this is mostly because they cannot turn humans into werewolves and breeding can prove to be difficult, especially with their increasing rarity. Garou can only breed more garou with humans or lycans, though their offspring has a chance to not inherit the werewolf gene. If it does not take, they will either produce a human baby with a magical affinity or another lycan, depending on the mate. Garou blood is very potent, and if two garou mate and produce offspring, that offspring will suffer mutations and likely not live more than a few years. Those that do survive are known as metis and are sterile. Because of these harsh breeding restrictions, garou packs tend to have a mix of humans and lycans in them as well. Garou, unlike their lycan cousins, are magical creatures and are capable of using and casting magic in their human forms.
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Just like the lycans, if a garou bites another non-wolf, they will have trouble healing the site of the wound. Too many bites and their enemy risks becoming incapacitated and falling ill. However, since garou cannot turn humans through biting, even if they bite a human, the sickness will not end up in a transition. The more bites sustained, the higher the infection and the longer it will take to become healthy.
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Garou
Metis
Garou are very pack oriented werewolves and tend to be honorable in nature. It is considered rare for a garou to be much of a loner due to the difficulty that comes with preserving their bloodlines and a desire to not die out completely. There are no turned garou and they are all born into their nature. They suffer the same issues with emotions like rage, fear, and stress as their lycan cousins do and can enter a state of frenzy when any of those gets too great. On the full moon, Garou feel the urge to shift, but they will not lose control just from the full moon’s presence. Instead, they will become a lot more prone to entering frenzy and shifting out of their control.
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Garou also have the ability to wield magic in their human forms. though the potency of their magic is affected by the phases of the moon. That doesn’t mean when it is at its weakest, that it is necessarily ‘weak.’ However, they will feel a lot stronger the closer to the full moon it is in comparison to the new moon.
Metis are the sterile, mutated children of two garou parents. While they possess all the capabilities of a garou, they cannot have offspring of their own. They will also have some form of physical mutation or deformity as well, and some may also harbor mental disabilities. Metis tend to be rare due to the lower survival rates of children with two garou parents.
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Metis are not without their strengths, though. While their magic is not as potent as that of their garou kin, they are stronger physically. Even though they are not nearly as strong as a lycan, their wolf forms are larger and pack more punch than their garou kin. Metis tend to become the warriors of the pack because of this. However, they do suffer prejudice and possibly even shunning within packs for what they are since breeding between two garou is heavily frowned upon.
Garou Magic
A garou has to choose between their wolf form and their magic casting when in conflict. They cannot cast spells then shift or vice versa because of energy spent.
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Garou have a choice between ritual magic and elemental magic. You may pick one that your garou is proficient in. Like everything with wolves, strength in numbers applies to magic as well. All garou are tied to their fellow packmates and their ancestors and draw strength from those around them. A garou who is a part of a pack may possess more potent magic than one that tends to roam around.
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Magic is not a requirement, however. If you wish your garou to not have magic, that is perfectly acceptable.
Garou Strengths and Weaknesses
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Magically Attuned: Garou are capable of casting magic in their human form innately. Their magic becomes stronger the closer to the full moon it is. (Metis possess weaker magic than garou.)
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Enhanced Senses: A werewolf will be more sensitive to sounds and smells, even able to sniff out their own kin. They cannot sniff out other races. Because of sensitive hearing, they are less inclined to conjugate in particularly loud places for long. Like with their enhanced strength, their senses are also strongest on the full moon and weakest on the new moon
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Moon Phases: Everything a werewolf is capable of is tied to the moon. Weakest on the new moon and strongest on the full. Not only that, but on a full moon, a lycan will have an almost irresistible compulsion to shift. Younger lycans will be unable to control it and older ones will be subject to severe pain and pallor if they resist it.
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Injury: Most things that are fatal to humans will also be fatal to werewolves.
Beast Forms
Werewolves have a choice between two wolf forms. The War Form or the Dire Wolf. One is chosen when applying. You may not be both.
War Form
Strengths
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Immense Strength: War Form wolves are one of the strongest supernatural creatures in existence. Their strength only grows with age, as well. Because of this strength, they are also able to leap a good distance.
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Nightvision: Turned werewolves can see in the dark.
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Tough Skin: They tend to be very durable. Does not make them immune to being stabbed or shot, though.
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Infectious Bite: When a werewolf bites another non-werewolf, the site of the wound will be slow to heal. If too many bites are sustained, a sickness will overcome the person with high fevers and pain in their body, like a human going through transition into a werewolf. However, humans can be turned only by lycans. Bites from a garou will not cause transition.
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Regeneration: Shifted wolves are able to regenerate physical wounds. Minor wounds are healed in a matter of seconds while deep cuts take longer to actually mend.
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Weaknesses
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Slow: While War Form wolves can leap, climb, and jump, they are slower in comparison to their direwolf form cousins and no match for vampire speed.
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Moon Phases: The strength of their beast form and regeneration is tied to the phases of the moon. They are at their lowest at the new moon, and at their highest as it approaches a full moon. A full moon shift is almost always one of frenzy.
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Silver and Wolfsbane: All wolves possess a weakness to silver and wolfsbane. Covered more in depth below.
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Frenzy: A wolf that shifts out of emotion or on a full moon will be in a state of frenzy. In frenzy, a wolf cannot distinguish friend from foe outside of their pack. Covered more in depth below.
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Direwolf Form
Strengths
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Immense Speed: Dire Wolf are one of the fastest supernatural creatures. While younger ones are as fast as cheetahs, elder wolves are actually able to match the speed of a vampire. This makes older Dire Wolves tied for fastest creature in the world with vampires.
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Nightvision: Turned werewolves can see in the dark.
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Stealth: Dire Wolves are extremely skilled at moving quietly and sneaking up on their opponents. Light on their feet and capable of blending into foliage, it’s possible to not notice a turned garou is near you until they strike.
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Infectious Bite: When a werewolf bites another non-werewolf, the site of the wound will be slow to heal. If too many bites are sustained, a sickness will overcome the person with high fevers and pain in their body, like a human going through transition into a werewolf. However, humans can be turned only by lycans. Bites from a garou will not cause transition.
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Regeneration: Shifted wolves are able to regenerate physical wounds. Minor wounds are healed in a matter of seconds while deep cuts take longer to actually mend.
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Weaknesses
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Strength: While Dire Wolves pack a tough bite, they will lose in most brute strength fights. They must be cunning in how they attack things much larger and much stronger than them.
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Moon Phases: The strength of their beast form and regeneration is tied to the phases of the moon. They are at their lowest at the new moon, and at their highest as it approaches a full moon. A full moon shift is almost always one of frenzy.
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Silver and Wolfsbane: All wolves possess a weakness to silver and wolfsbane. Covered more in depth below.
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Frenzy: A wolf that shifts out of emotion or on a full moon will be in a state of frenzy. In frenzy, a wolf cannot distinguish friend from foe outside of their pack. Covered more in depth below.
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Silver and Wolfsbane
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Silver: All werewolves are deathly allergic to silver. If it makes its way into their bloodstream, it will cause a very hard to cure and overcome infection that requires serious maintenance and treatment. Wolves are unable to regenerate silver wounds fully and the site of the wound will scar.
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Wolfsbane: If ingested, wolfsbane will slow and weaken a werewolf considerably. On the full moon, it is not uncommon for young lycans to ingest it and chain themselves up to prevent them from wreaking havoc in a frenzied state. When a werewolf touches wolfbane, it will burn their skin and cause a severe rash.
Shifting
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It takes two posts to shift. The first post covers the painful part of bones beginning to shift and break to accommodate the beast form and the body in the beginnings of the transformation.
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Any clothes on the wolf will tear and come undone during the shift as well as anything they were carrying on they person is left behind as well, meaning they have to be mindful of what they might leave behind.
Frenzy
When a werewolf becomes overwhelmed by stress, fear, or anger, they may enter a state of frenzy. In frenzy, a werewolf will be unhinged and hyperviolent as well as extremely prone to an uncontrolled shift. If a werewolf shifts while in a state of frenzy, they will be unable to tell friend from foe, sometimes even those who are in their pack. Though it is rare for a wolf to turn on their pack, it is certainly possible. Frenzy will only end once the werewolf has exhausted himself or has forcibly been calmed or put down by other means.
Lifespan
Werewolves have a maximum lifespan of 3,000 years. Though, there has been no recorded history of a werewolf living that long to date. It's unknown what will happen, if anything, after a werewolf reaches that age.
To play a wolf over the age of 1,000 years old, players must have admin approval.