Werewolf transforming and howling at the moon.
An affliction by many names, it’s as old as it is varied. Sufferers are known as Werebeasts, Feral-Men, Lycanthropes: taking on the form of frenzied beasts under the light of the moon. Their lunar habits force them to live dual lives of normalcy and monsterdom—the beast within is uncontrollable. The origins of this curse remain unknown but are often linked to wrathful forces of nature or the malprice of the occult; one group who might’ve known, House Cassen, is even rumored to have created the beasts directly. Alas, none of these theories are well-supported, but efforts continue to understand the affliction’s murky nature better.
Exactly how the curse spreads is something of a mystery. Unlike Vampirism, it is not infectious. Some have suggested it’s a condition of birth, though no sufferer younger than eighteen* has ever been discovered. All victims endure an inciting incident that triggers their affliction—often contact (ex., biting) with existing Werebeasts or isolation from urbanized life. Possibly the most credible theory is that they emerge from some environmental stress: pushback by nature against the strain of a rapidly urbanizing world. A sufferer might not even know they’re afflicted until the moon rises, triggering an immediate and violent transformation. This amalgamation of man and beast is so extreme that it renders the body unable to have children.
*But not necessarily upon reaching maturity: a person’s condition may remain dormant into later adulthood without issue (OOC Player Choice).
An afflicted last letter to his love.
A Werebeast is nearly identical to a normal person when they’re untransformed. Excess hair, poor hygiene, and a foul odor are all commonalities, but are by no means symptomatic – probably brought on by their nightly double-lives. Sufferers experience an intense hunger that goes well beyond the norm, necessitating that they eat every day. Hunger manifests in the expression of more beastly characteristics, including yellow-orange eyes, excessive hair growth, and a distinct odor reminiscent of a beast, all of which worsen the longer they go without food. Aside from this – and the true condition – a Werebeast can live comfortably, though they’ll never know peace from the beast that lies within.
When moonlight touches their skin, the beast unleashes. Transforming, victims grow a (1) foot taller and considerably more muscle; this newfound strength allows them to bend lower qualities of metal (e.g., copper) and smash through wooden implements (e.g., doors)—at the cost of destroying any armor or rigid clothing they may have been wearing. Claws and teeth further augment this power by letting them tear straight through chainmail, which they ironically cannot wear along with any other sort of armor. A Werebeast’s sense of smell is equally enhanced, such that they can smell prey accurately from thirty (30) feet away. Their eyes are also improved – bearing darkvision – but not to the same extent as Vampires.
Two additional circumstances can alter a Werebeast’s form: bloodmoons and mortal threat. The bloodmoon instance seems to affect them more radically, causing transformations two (2) feet taller and bestowing the strength to bend the likes of even iron. In the latter cases, a Werebeast may transform regardless of time of day but will regress once the peril has dissipated. Outside of these circumstances, a sufferer will return to their regular form across five (5) turns when exposed to the sun, whether or not they still draw breath. Undeath can occur in these victims, though the risen dead seem unable to call upon the same beastly forms.
The beast within each Werebeast reflects a primordial enemy: a combination of the ancient histories of each species, individual emotions, or phobias. Though each is traumatic and varied, there’s only a handful of potential forms:
Werewolves are most common in Humans. They superficially resemble canines – especially wild ones – and often are compelled to howl at the moon.
Werepanthers are most common in Elves, Goblins, and Remtar. They resemble big cats and are often recognized by the claw marks they leave on solid surfaces. Generally considered more territorial than other Werebeasts.
Werehyenas are prevalent in Helivians. As cackling brutes, their handiwork is known by their habit of eating bones; cracking them open to suck out the marrow. Little of the Werehyena victims are often found.
Werebears are frequent amongst Orcs. Gluttonous by nature, they seem compelled to hoard food, and outside of hostilities, are often found sleeping.
Werecrocs swim most often in the Lizardkin. Patient, they’re known for the somewhat unusual behavior of ambushing their prey—something alien to most other Werebeasts.
Weresharks are nearly ubiquitously Gillians. They enter a frenzied, hunger-fueled rage when exposed to blood, pursuing its source over anything else.
Wereboars appear in Orcs and Dwarves. They show no preference in food, gladly eating garbage or whatever else they can fit in their mouths—people included.
Werebulls are a Faun’s burden and often look like a dwarf Minotaur. Rapid movements, bright colors, or pointed objects elicit a territorial charge out of these brutes.
Wererams are often seen amongst Fauns and Gnomes. With their curled hooves, they’re compelled to seek higher vantage points, preferring to fight with their opponent on the back foot.
Werevermin are prevalent across Dwarves, Goblins, Remtar, and Felvyrians. They’re known to be compulsive borrowers, hoarders, and gnawers. Their frequency in sewers often earns them the cynical nickname of “Sewer Dragon” by tired bounty hunters.
Werehawks often emerge in Avians, Lizadkin, and Felvyrians. The need to construct nests is so prevalent that in areas of high density and resource scarcity, these structures are often decorated with the bones of previous victims.
Besides some minor behavioral and cosmetic deviations, none of these forms express any additional advantages over each other (e.g., Werehawks cannot fly, Werecrocs don’t have more impressive jaws, etc). No form is racially exclusive.
Werebeasts’ animalistic sensibilities manifest in their fears – fire being the most palpable. Their fur is notably flammable, such that the apprehension to flame extends even when untransformed. Silver*, an otherwise innocuous metal, also elicits fear in the creatures—causing searing burns on contact. The moon also causes panic, but more so for the traumatic nature of their transformation rather than any pain it might cause. Some fight this experience by embracing the cause of affliction, but it grants no further mastery over the monster they become.
*Only official nobles would have access to quantities of silver large enough to harm a Lycanthrope. The head of an official noble household (e.g., Jequis) is permitted to grant up to five (5) members of their retinue silver weaponry, apart from nobility having their own.
Any magical abilities they had before their transformation – as well as any they learn after – may still be used in the untransformed state. All except for Grounding, which they seem unable to contract: neither can a Grounded person become a Werebeast, nor does the Grounding Potion have any effect on a sufferer. Exactly why this is the case is unknown, but it may reflect the severity through which the former is achieved.
Psychologically, Werebeasts are driven into a bestial madness. In form, they’re incapable of speech, reason, or any complex understanding beyond an animal’s deduction. The use of complex tools, operating mechanisms more intricate than a door’s handle, or simply recognising friends, are all alien to these creatures. Unbridled hostility and only the crudest sense of applying violence are the only concepts known to them in this state, attacking almost anything with a predatory abandon. In some instances, sufferers have been known to spare immediate family members – though not always – but do not protect them in their beastly state. Sociality and cooperation are equally remote concepts, as no Werebeast will heed command; however, they may tolerate up to two (2) additional* Werebeasts in their presence without strife – most often blood relatives or close friends. Otherwise, they express territorial hostility toward other sufferers and will attack on sight.
*Totalling three (3) Werebeasts per “Pack”.