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The Werewolf

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Appearance: Werewolves, in their natural state, appear fully human, displaying a variety of eye colors and often possessing muscular, well-built physiques. Their skin is slightly warmer to the touch, and their hearts beat much faster than a human’s. When they shift, they become towering, monstrous bipedal beasts, characterized by yellow eyes, sharp claws, and vicious teeth, standing as tall as nine feet. 

Lifestyle:  In the 1890s, werewolves gravitate toward physically demanding trades such as blacksmithing, lumberjacking, and farming, where their strength and endurance give them an edge. Their preference for pack life fosters tight-knit communities led by alphas, who shoulder the responsibility of safeguarding their members. Marking chosen individuals with their scent is a common protective practice, ensuring recognition and safety should control falter during a shift. However, their remarkable strength and resilience also make them targets for exploitation by vampires and daemons, who covet their power. Lone wolves, without the security of a pack, face even greater dangers, their isolation leaving them exposed to both predators and enemies. 


Lifespan: Werewolves gain immortality after their first transformation, living indefinitely unless killed by severe trauma, silver, or wolfsbane. Upon death, they revert to human form, decaying like any mortal, though claw scars may remain if slain while in wolf form.

Origin

The origin of werewolves traces back to the frozen reaches of Norway during the Viking Age. Warriors, driven by the promise of conquest and glory, set sail for the fertile lands of England. Their journey was perilous, marked by raging storms and starvation, and as they neared the shores of Europe, their desperation drove them to call upon the Allfather, Odin, for guidance and strength. Their prayers, carried on biting winds, embodied the resolve of men who had everything to gain—and everything to lose.

Upon landing, the Vikings found themselves locked in relentless battles, fighting tooth and nail for every inch of foreign soil. Their enemies were fierce, but the Vikings’ will remained unbroken. Blood-soaked and battered, they raised their weapons to the heavens, calling once more for Odin’s favor. According to legend, the Allfather answered—not with thunder or fire, but through a Seer among their ranks.

The Seer, a mystic woman revered for her visions, claimed to have seen Odin in a trance. When she emerged, she carried a sacred bowl filled with a thick, crimson liquid said to be a divine offering. The warriors believed it to be Odin’s blood, imbued with the strength of wolves and the fury of the battlefield. Desperate for an edge, the warriors drank deeply.

The liquid seared through their veins, a fire that consumed their humanity. That night, beneath the full moon, their bodies twisted and contorted as their bones cracked and reformed. They became towering beasts covered in fur, with claws sharp as steel and teeth built for tearing flesh. By dawn, nearby villages lay in ruins, destroyed by these newly transformed creatures—the first werewolves.

With their monstrous power, the Viking wolves swept through England, leaving terror and destruction in their wake. No army could stand against them, and their conquests grew unchecked. Entire kingdoms fell to their might as they reduced villages to ash and spilled rivers of blood.

Yet their power came with a heavy price. Over time, the humans they hunted began to fight back. Rumors of the wolf-men spread, and their enemies organized, learning to exploit the beasts’ weaknesses and setting cunning traps. The Vikings, now prey instead of predators, were driven into hiding, retreating to the wilderness to escape persecution.

But the curse of the wolf refused to die. Amid the chaos, some of the bitten began to transform, passing the beastly lineage to those they once called enemies. The curse seeped into bloodlines far beyond the Vikings, ensuring its survival through the centuries. Hidden in the shadows of history, the werewolf’s legacy prevailed, waiting to awaken under the light of the full moon.

Presently

In the 1890s, the werewolves of Shadewood Hollow walk a delicate balance between secrecy and survival. The ever-expanding reach of the Monaghan Mining Company threatens their sacred hunting grounds, intensifying the already tense atmosphere within the pack. Bound by The Covenant to remain hidden from human society, most werewolves have integrated into the town's rugged, working-class culture. They work as lumberjacks, blacksmiths, and miners, blending into the backdrop of Shadewood Hollow's industrial workforce. Yet, beneath this ordinary façade, the pack's survival hinges on more than just their day jobs.

To sustain themselves without drawing attention, some have turned to the production of moonshine—a lucrative and discreet trade that allows them to remain financially independent. The pack’s moonshine is highly sought after, and they secretly sell their product to the Black Lantern Saloon, where its smooth quality is a well-guarded secret. 

Silas "Ashen Fang" Vance, a resolute alpha and staunch traditionalist, stands as the leader of the local werewolf pack, the "Ironhowl Pack." Known for his strength and unwavering dedication, Silas strives to protect the pack while upholding ancient customs and adhering to The Covenant. Yet, his cautious leadership increasingly clashes with younger wolves, who grow restless over the mining operations’ destruction and demand a more assertive response.

Adding to the tension, the local witches, led by High Priestess Cordelia Greaves, often find themselves at odds with Silas. The coven’s focus on protecting the mystical balance of Shadewood Hollow frequently conflicts with the pack’s territorial defense. Their disputes have become a significant source of friction in the region, forcing Raven Blackstone, the shapeshifter emissary, to mediate between the two formidable leaders. While Raven’s diplomacy has prevented outright conflict, the underlying mistrust between Silas and Cordelia remains unresolved.

The pack’s hierarchy relies on betas, trusted enforcers who advise Silas, maintain order, and uphold their laws. The rest of the pack forms a close-knit community built on loyalty and mutual care. Lone wolves, like the rumored rogue haunting the outskirts of Shadewood, are viewed with suspicion, as their uncontrolled actions threaten the pack’s secrecy.

Though excluded from The Congregation’s council, werewolves serve as its enforcers, wielding their raw power to uphold its laws when brute strength is needed. This uneasy alliance grants them some autonomy, as minor infractions are often overlooked in exchange for their muscle. However, this arrangement fails to ease the rising tensions among werewolves, who remain divided over how to handle human encroachment.

Silas works tirelessly to enforce The Covenant, prioritizing secrecy and unity, but younger wolves, dissatisfied with his inaction, have begun taking matters into their own hands. Acts of sabotage against mining equipment and efforts to frighten workers who stray too far into the woods jeopardize both the pack’s unity and their hidden existence.

Meanwhile, the rogue wolf’s indiscriminate hunting further destabilizes the fragile balance. Silas and his betas pursue the rogue relentlessly, knowing that one mistake could unravel decades of careful concealment.

Despite these challenges, the werewolves remain steadfast protectors of their own. Their howls echo through the Appalachian mountains, serving as both warnings and laments for what has been lost.

Hierarchy

Werewolves organize into packs with a structure inspired by natural wolf hierarchies:

  • Alpha: The leader of the pack, responsible for guiding the group, making decisions, and maintaining order.

  • Beta: The second-in-command, serving as both advisor and enforcer, ensuring the alpha’s directives are carried out.

  • Pack Members: The backbone of the pack, contributing to its survival, cohesion, and daily operations.

  • Lone Wolves: Werewolves who live without a pack, often regarded with suspicion, pity, or distrust for their isolation and lack of ties.

Etiquette

Etiquette refers to a set of customary behaviors, social norms, and unwritten rules that guide how individuals interact with one another in various settings. Etiquette is not about rigid rules but about avoiding offense or misunderstandings.

  • Secrecy: Protecting the supernatural veil is crucial to all werewolves, breaks in the veil are considered reckless and may result in undesired consequences. 

  • The Congregation: Adherence to directives is widely expected, with actions carefully weighed to align with the greater balance. 

  • Congregation Roles: Serving as enforcers for The Congregation is viewed as a shared duty to maintain supernatural balance.

  • Leadership: Loyalty to the Alpha is highly valued, with challenges to authority reserved for rare and significant circumstances. Open defiance is generally disapproved of.

  • Territories: Respect for boundaries between packs, factions, and humans is customary. 

  • Balance: Mastery over predatory urges, violence, and transformations—especially during the full moon—is valued as a mark of discipline and maturity, with reckless behavior widely discouraged.

  • Turning: Turning others is rare and approached with caution, typically requiring consultation with community leaders.

  • Stewardship: Caring for the land and sacred spaces is integral, with restoration efforts widely respected and neglect discouraged.

  • Collaboration: Cooperation with other factions is encouraged when mutually beneficial, while unnecessary conflict is avoided.

  • The Young: Educating and protecting “pups” is a collective responsibility, ensuring respect for tradition and self-control.

  • Traditions: Rituals tied to lunar cycles are regarded as meaningful events that honor heritage. 

Core Abilities 

Every werewolf begins with these abilities:  

  • Voluntary Shifting: Transform into a towering, powerful bipedal beast at will or during the full moon. (The transformation requires three post rounds to complete.)

  • Enhanced Physicality: Possess superhuman strength, speed, stamina, and reflexes, whether in human or wolf form.

  • Regeneration: Recover rapidly from most injuries, though wounds caused by silver or wolfsbane heal slowly or remain fatal.

  • Enhanced Senses: Experience heightened sight, hearing, and smell, allowing precise detection (even races) and tracking.

Specialization Abilities

As werewolves progress, they can acquire specialized abilities from the list below, learning one at a time, with a maximum of four in total. Rare abilities become available at level 3 progression.

Additionally, werewolves may select up to four abilities from the human specialization list. They can learn one ability from the human list and one from the werewolf list at a time before advancing further.

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  • Apex Form (Rare): Shift into a unique quadrupedal beast of immense size, with elongated limbs, oversized fangs, and glowing yellow eyes. (This form sacrifices bipedal shifting, prioritizing raw speed and agility over versatility.)

  • Bestial Howl: Emit a bone-chilling howl capable of rallying allies or intimidating foes from great distances.

  • Lunar Harmony (Rare): Attain full control over shifts, even during the full moon, maintaining mental clarity and heightened power.

  • Night Prowler: Enhance stealth and detection abilities at night, moving silently and blending seamlessly into shadows.

  • Pack Bond: Forge a one-way connection with another wolf, allowing you to sense their emotions and desires even at great distances. (The pack bond must be focused on—it doesn’t come unwarranted.)

  • Partial Shift: Transform specific body parts—like claws, teeth, or eyes—for precise combat advantages or functional utility while remaining in human form.

  • Predator’s Edge: Hone exceptional tracking skills, enabling you to pursue prey or enemies over vast distances with precision.

  • Silver Resistance: Gradually build tolerance to silver, reducing its harmful effects and enduring brief exposure without immediate collapse. (This increases the time before silver takes effect, but eventually, it catches up.)

  • Territorial Dominance: Mark and defend your territory, gaining heightened awareness of intruders and quicker reactions within its boundaries.

  • Wolf Whisperer: Communicate with natural wolves, influencing their actions or enlisting their aid in dangerous situations.

  • Wolfsbane Resilience: Develop resistance to small doses of wolfsbane, reducing—but not eliminating—its paralyzing effects over time. (This allows paralysis to wear off at an increased rate.)

Limitations

  • Silver Weakness: Contact with silver causes burns, inhibits regeneration, and leaves lasting injuries. Severe wounds inflicted by silver are often fatal if left untreated.

  • Wolfsbane Sensitivity: Exposure to wolfsbane induces extreme pain, paralysis, or nausea. Ingestion can result in death or irreversible damage if left untreated.

  • Full Moon Instincts: The full moon amplifies primal urges, making it difficult even for disciplined werewolves to maintain control during the shift.

  • Lack of Cognition: In their shifted form, human reasoning and decision-making are significantly diminished or gone.

  • Transformation Pain: Shifting between forms is excruciating, particularly for those undergoing involuntary or inexperienced transformations.

  • Vulnerability During Shift: The act of transforming leaves werewolves briefly exposed and defenseless.

  • Material Constraints: Transformations do not include clothing or possessions.

  • Emotional Instability: Intense emotions, such as anger or fear, can unintentionally trigger partial shifts.

  • Regeneration Limits: While fast healers, werewolves regenerate much slower from wounds caused by silver, fire, or magic, and may bear scars.

  • Hunger After Transformation: Shifting depletes energy reserves, leaving werewolves ravenous and distracted until replenished. Prolonged hunger can trigger primal urges and loss of control.

  • Magical Susceptibility: Witches and magic users can create wards or spells that suppress shifting or weaken werewolf abilities.

  • Territorial Risk: Lone wolves are typically free to roam, but entering a pack’s hunting grounds without invitation often provokes hostility or attack, as territorial boundaries are fiercely guarded and trespassing is seen as a challenge to the pack’s authority.

  • Infectious Bite: A werewolf's bite, whether from a partial or full shift, carries the potential to unintentionally create unstable or uncontrollable new wolves if it breaks the skin.

  • Apex Form Vulnerability: The quadrupedal beast form trades upright dexterity and brute strength for speed and agility. Its primal instincts can leave it susceptible to calculated attacks or magical manipulation.

  • Vampire Bites: Vampire bites cause “The Blight”, a highly infectious disease to werewolves, with the infection gradually spreading and becoming fatal to the werewolf unless treated promptly.

    • The Blight is a devastating disease that attacks a werewolf’s brain receptors, causing fever, erratic shifts between human and wolf forms, and heightened aggression. Over time, it strips the werewolf of control, plunging them into feral madness. If left untreated, their body and mind deteriorate until the wolf form completely overtakes them, leaving behind a monstrous, uncontrollable abomination that even their own pack may be forced to hunt.

    • Symptoms come on quickly, with madness setting in within a week of infection. However, stronger werewolves or alphas can resist the effects for longer, though this only delays the inevitable.

      • Witchcraft: A complex ritual involving the blood of the vampire who inflicted the bite, combined with the moons light, can reverse the curse. However, this demands the cooperation—or capture—of the vampire, which often escalates tensions.

      • Rare Ingredients: Werewolves whisper of rare herbs, such as the "Silverleaf Fern" or "Hollowroot," found deep in cursed parts of the Appalachian forests. These are believed to suppress the Blight temporarily but cannot cure it outright.

Procreation

Lycanthropy is a virus transmitted through the bloodstream, whether from a partial or full shift, altering the host at a molecular and genetic level. This mutation is inheritable, allowing werewolves to reproduce both naturally and through infecting others via a bite. While most bitten individuals undergo transformation, certain bloodlines possess immunity, repelling the virus. Vampires or hybrids with vampiric blood, on the other hand, will suffer from Lycanthropic Necrosis as their physiology violently rejects the mutation.

 

In some cases, the virus may remain dormant in immune individuals, lingering in their blood and potentially resurfacing in future generations. Werewolves are also capable of procreating with other supernaturals, occasionally resulting in hybrids with unique traits.

 

Rarely, children of werewolf parents may inherit the lycanthropic gene in a dormant state. These individuals live as ordinary humans, unable to transform or access enhanced abilities. However, under extreme emotional distress or exposure to supernatural forces, the dormant gene can activate, triggering a violent and uncontrollable first transformation.

© 2024 shadewood Hollow

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