Werewolf

The Badlands Werewolves

Origin: Darraknoir (natural-born),
Badlands (cursed) 

Lifespan: 150 years on average, can live upwards of 300 years

Pros:

  • Transformation into a wolf

  • Transformation into a dog

  • Able to run great distances whilst transformed

  • Enhancement: Speed

  • Enhancement: High Jump

Cons:

  • A full moon forces them to transform unless under shelter

  • Weakness to Aconite (aka: Wolfsbane, Monkshood)

  • Weakness to Silver

Origins

Originally cursed creatures of Darraknoir, Werewolves came through The Rift in order to find a cure for their curse. While many were able to tame the wolf inside in these new lands, many were unable to fully quelch the thirst of the wolf’s calling. During the early days of The Rift, many were changed into wolves through the Lycanthropy curse from uncontrolled werewolves, feral under a new moon.  A culture was created of Werewolves across the Badlands of those that embraced the beast inside and others who were able to find peace as the full moon rises. 

Traits

Werewolves from both Darraknoir and originated in the Badlands are far larger than that of a natural wolf. Their eyes glimmer much more in the moonlight, as their curse seems connected to a lunar cycle.  Recently, werewolves in the Badlands have not only learned to transform at will, but also that of common dogs, a calmer version of their cursed forms. Many wolves also enjoy the company of others of their kinds, forming packs. While no one wolf is born as an “alpha” typically the parental figures of the group, most commonly women, become leaders and take on the role of “Alpha”. Unlike some shifters, Werewolves bodies change when they transform. This change can be particularly painful, especially when forced to shift against their will.

Weaknesses

Though able to control their transformations at will, all Werewolves are still bound to the Moon both in Darraknoir and in the Badlands, forced to shift into their wolf form during Full Moons.  Werewolves also find weaknesses in items naturally imbued with magic, such as silver. There are some plants within the Badlands, like Wolfsbane and Wolflicen that can cause particularly painful allergic reactions to them regardless of their form. Wolfsbane in particular can cause a wolf to go into a mad rage, forcing them to transform and attack others but if served in high doses it can cause death.  They also face challenges maintaining their balance in a world that often pits their instincts against their wisdom.


Culture

The werewolf caste originated from the lands of Darraknoir, roaming the shadowy landscapes and wastelands in roving packs. They seldom stayed in one place for long, preferring the freedom to stay mobile and move where the prey was.

When the Baron’s brood started their invasions, many werewolves were captured and used as weapons. During this dark period of their caste’s history these werewolves were nothing but beasts of war. Packs were held prisoner so their strongest would be forced to fight the Baron’s enemies. Those that refused had magic used against them to force them to shift, forcing them into frenzies to attack their prey.

When the Rift first opened some werewolves managed to flee into the world beyond. They spread out through the Badlands, seeking out a new life and the hope of peace. While some came in order to find a cure for their curse, after being cursed in the war. Smaller packs formed within the Badlands, whilst others remained elusive and hidden in more solitary lives. They found that the moon in their new home reacted the same as the moon on Darraknoir, forcing them to change when it reached its full phase. But it also gave them a sense of control unlike the lands of Darraknoir, no longer bound to the beast.

The packs as a whole tend to form strong bonds; the strife of their past lives making them yearn for the hope of survival; a pack is stronger than any one individual can ever be and thus they often seek the company and companionship of others of their kind.

Natural-born werewolves from Darraknoir or those that are cursed with Lycanthropy are powerful and fierce in both their physical being and their loyalty to those they consider a trusted ally or close friend, forming familial bonds easier than any other caste


More Information

Aconite Poisoning (Wolfsbane)

In humans, aconitine poisoning manifests with a range of symptoms including neurological, gastrointestinal, and cardiovascular issues, potentially leading to paralysis and death. In lycanthropes the poisoning can be far more acute; the symptoms presenting both faster and more severe.

Symptoms can include the following; tingling or numbness in the face and limbs, muscle weakness which can progress to paralysis, nausea, vomiting and abdominal pain, low blood pressure, slow heart rate, irregular heartbeats, chest pain and palpitations, sweating, difficulty breathing and headaches.

The initial symptoms (nausea, vomiting, tingling/numbness) may appear within a very short time after ingestion or being exposed to aconite, and the more severe symptoms (paralysis, chest pains, low blood pressure) will generally occur between a half hour to an hour after initial exposure if not treated within good time.

If not treated swiftly and efficiently aconite poisoning can very well result in death.

The Lycanthropy Curse

Natural-born werewolves are born from parents that are both natural-born themselves; the magic running deeply through their veins allows them to take the form of both wolf and human with ease as though they were breathing. Those bitten by a werewolf take on the ‘curse’ from the toxin within the wolf’s saliva that travels through the host body.

Those that have been bitten will inevitably undergo a change and will eventually turn into wolves themselves; experiencing their first shift around two weeks after they are cursed.. The scar from the original bite is the one wound on a werewolf that will never truly heal; a sure mark of those that have been bitten. There is no known cure for the curse. While many natural born wolves consider it a shame to change others, some consider it a right of passage to those that wish to join them. 

STAGE ONE: 0-3 DAYS

After being bitten the area will become inflamed and irritable. It will appear infected and will hurt when touched. During this phase the curse is easy to treat as it has not yet started to spread to the rest of the body.

STAGE TWO: 4-7 DAYS

After three or four days the infection starts to spread around the body. The host will start to feel fatigued and irritable and they will start to run a fever. They will start to become hungry and their appetite will increase; this is likely due to their body starting to run at a hotter temperature which exerts energy at a faster rate and thus needs more nutrition to sustain.

STAGE THREE: 8-13 DAYS

The fever will gradually get worse as their body begins to adjust to a higher natural body temperature. It is not uncommon for someone to start to suffer from hallucinations and fits of rage. During this time the patient will start gaining an unnatural strength as their body goes through these changes, adrenaline causing them to sometimes lash out at those around them.

STAGE FOUR: 14+ DAYS

At this point the curse has spread around the entire body and the patient’s body temperature has risen to a point where no normal person would be able to still survive. Their perception of the world is starting to undergo a change with their senses being heightened; smells are all stronger, their sight (although blurred from heat exhaustion) will be much, much better, and every little sound might make their head hurt.

Once the changes have fully taken hold, the person can undergo their first shift into wolf form. 

Magical Proclivity

Because of their natural connection with the moon, those with magical abilities in the werewolf caste typically find it easier to utilize lunar magic or druidic magic. While werewolves do not always live in nature, they do find it easier to commune with nature when casting spells or performing rituals. All werewolves have learned how to manipulate their curse to move much quicker than others, though the spell typically leaves them feeling a sense of exhaustion afterwards.