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werewolves

This page outlines the defining traits of Werewolves within the Unnatural Universe. All players need to familiarize themselves with these traits to maintain consistency during roleplay sessions. While creativity is encouraged, adhering to the established lore of the Unnatural Universe is essential for an immersive experience for everyone.

 

Throughout the years, the legend of the Werewolf has taken many forms. From the haunting tale of 'The Wolfman,' to the dark humor of 'An American Werewolf in London,' and the modern twist in the TV series 'True Blood,' each has its own unique take on Werewolf lore. And now, we present our version of these mythical creatures, blending tradition with a fresh perspective.

Origins

Some see werewolfism as a curse, drawing parallels to ancient tales like the Epic of Gilgamesh. Others perceive it as a divine blessing from gods, reserved for valiant warriors in times of strife. Additionally, there are interpretations of werewolfism as a form of illness, mirroring historical outbreaks of infectious diseases. In the Unnatural Universe, werewolves have a variety of beliefs about their origins, influenced by their cultural, regional, and individual backgrounds. These beliefs are deeply ingrained and influence how werewolves perceive the world around them. However, it's crucial to understand that these interpretations remain subjective and unique to each individual's narrative.

Appearance

Werewolves, much like humans, exhibit a wide array of physical characteristics, including various shapes, sizes, colors, markings, and coat types. Please use avatars with natural, realistic colors for wolves. Avatars resembling cartoons, anime, or those associated with 'Furries' are prohibited. Battle-form Werewolves should be of small to mid-range height. Partial shifts, predominantly humanoid, are prohibited except in specific cases, such as admin-approved story arcs. –Werewolves appear entirely Human when in Human form (See CHARACTERISTICS for an aging guideline) –Quadruped forms appear as a common wolf, with variations in size, ranging from a regular wolf in the wild up to the size of a Dire Wolf. –War Form/Battle Form is a monstrous bi-pedal wolf that can be as tall as 2-3 heads above an average man. –Wolves and dogs look quite different, especially in their head shape, legs, tails, and more. Additionally, Werewolves in wolf form tend to be larger than average wolves. Most people who live in places like Ashmore, where wolves are common, can easily tell them apart. In addition, in Pennsylvania, it's illegal to have a wolf or wolf-hybrid as a pet. So, if you're out and about in wolf (quadruped) form, be aware. You might face consequences like getting mistaken for a threat and shot, captured by authorities and relocated, or even facing discipline from Werewolf leaders if they catch wind of it.

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Characteristics

-Werewolves can shift into either of the 3 forms (human, quadruped, and bipedal) at will, but force-shift into wolf (quadruped) or warform (bipedal) during the Full Moon.  Players may choose which form to shift into, either or, or even both, but they MUST SHIFT. -Quadrupeds/Wolf Form - They retain most (not all) of their consciousness.  However, like real wolves, they lack the vocal cords and other physical capabilities to talk of communicate effectively, walk on 2 legs, etc.   -War Form (monster bi-ped) -  are feral, and while not all attack indiscriminately, many do.  Unlike the quadruped shift, they don’t have complete control of their actions, and their rationality is limited.  They can recognize family members, mates, packmates, or others they have imprinted on by scent, but they are hungry and feral and will hunt and eat large animals (or even people). OOC:  Shifting should take at least 2 posts, one to show intent, and one to complete the shift.  There are no partial shifts, unless it is to revert, say a werewolf beginning to shift in a scene but gaining control and reverting the shift, and there are no spells, potions, nor illnesses that would prevent/cause shifting.  Exceptions to this might be temporary and admin-approved (for example in a story arc) Communication: -Werewolves can communicate with each other (not other animals or beings) in either shifted form.  Communication consists of body language, sounds, and scents.   Pack Link - Werewolves can also communicate via a telepathic link with other pack members, in the form of impressions, emotions, feelings, desires, and ideas, but they must be within talking distance (20 SL m).  This telepathic link is restricted to only werewolves in the same pack (other non-werewolf pack members are not linked). Battle Cry - A primal call for help or assistance that every linked werewolf packmate can feel or hear.  A player must emote the howl in local chat before alerting packmates in IMs.  If the Werewolf is incapacitated or gagged, they cannot do this.   Werewolves responding to the call must post hearing the call before exiting the scene they are in and leaving to answer the call, and must wait for 2 post rounds after arriving at the scene of the distressed werewolf. before entering the scene. Aging : Werewolves age similarly to humans until their first shift, after which their aging slows considerably, leading to significantly longer lives, sometimes up to 500 years. Peak physical condition is typically reached between 250-350 years of age. However, physical abilities decline with age, making them less formidable in combat. Many werewolves don't live that long due to natural aging, cognitive decline, inability to maintain lifestyle, or being targeted for rank or leadership. As werewolves age, their human form also ages, so a werewolf aged 400-500 years might resemble an 80-90-year-old human in human form. Most born Werewolves experience their first shift at the first full moon after their 16th birthday, but late bloomers are not unheard of.  Bitten Werewolves will experience their first shift at the first Full Moon after incubation (See REPRODUCTION/TURNING) –Werewolves in the Unnatural Universe possess several remarkable qualities: Enhanced Strength and Speed: Werewolves possess superior physical abilities compared to humans, enabling them to exert greater force and move faster.  However, increased strength and speed can lead to impulsive actions or difficulty controlling their force during interactions with others. It may also result in accidental damage to surroundings or objects. Heightened Hearing: Their acute hearing allows them to detect sounds from considerable distances, granting them an advantage in tracking and awareness.  When focused, Werewolves can hear with clarity anything in their immediate chat range (20m), even if whispered, and up to 30m with OOC consent of all those involved.  Keep in mind too that their acute hearing may make them sensitive to higher frequencies, potentially affecting their perception of sound in certain environments. Sensitive Smell and Taste: Werewolves have a highly developed sense of smell and taste, and they can discern subtle nuances in aromas and flavors, making them skilled trackers and hunters. They can discern additives, artificial ingredients, and chemicals in food, leading many to prefer fresh, organic, and minimally processed options, some may choose to hunt for fresh meat to satisfy their dietary preferences.  Their heightened senses may also make them sensitive to strong odors or tastes, which can lead to discomfort in some situations. This keen sense of smell also allows them to identify other Werewolves and differentiate between other supernatural species, even if it’s one they don’t know, by process of elimination.   It's important to obtain out-of-character consent, as the other player may have taken steps to mask or alter their character's scent.

Vulnerabilities

A Werewolf's instinctual drive to hunt, run, and consume large prey during full moons goes beyond mere tradition. This ritualistic behavior is essential for maintaining their shifting abilities and control. By surrendering to their "inner beast," Werewolves effectively regulate the flow of their energy, ensuring balance and stability in their shifting powers. Without periodic release to their primal urges, Werewolves experience a gradual loss of control over their shifting abilities, making it increasingly difficult to maintain their human form during emotionally charged situations and potentially losing the ability to revert to human form until the necessary ritual is fulfilled. Despite their faster healing abilities, Werewolves remain susceptible to poisons and major wounds, similar to humans. While they may heal more rapidly, significant trauma can still prove fatal, necessitating medical or magical intervention to aid the healing process. However, healing, akin to shifting, depletes a significant amount of energy and requires feeding during or shortly after major healing, leaving the Werewolf lethargic and exhausted. ​ Silver is harmful to Werewolves, but it must come into direct contact to cause harm. When silver touches their skin, it causes irritation and redness, however, prolonged exposure can lead to severe chemical-like burns. If a Werewolf sustains wounds from silver, like those inflicted by knives or bullets, the injuries become quickly infected and take longer to heal, sometimes rendering the Werewolf's natural healing abilities ineffective. Depending on the severity and duration of exposure, such as embedded bullets or injuries to vital organs, it could result in death. In such cases, a Phral Drabarni Healer must administer a Silver Poison Antidote to save the Werewolf. Vampire bites made with the intention of harming a Werewolf (not feeding) may cause illness, infection, and necrosis.  Serious bites need to be treated by a Phral Drabarni or risk death, serious illness, or suppression of their Werewolf abilities.  Waterborn Toxin affects Werewolves, although their higher metabolism requires larger doses than humans to be lethal. Small doses act as a narcotic, inducing drowsiness or sluggishness, while larger doses cause intense pain and swelling, potentially leading to death as organs and airways swell and lose function. Only a Phral Drabarni Healer can create an antidote to prevent death from Waterborn Toxin. NOTE:  While regular medicine might be able to treat some of the symptoms for these injuries and buy time, only a Phral Drabarni Healer can create an antidote to avoid death. Additionally, Werewolves are susceptible to Incarnate mind control, illusions, Phral magic, charms, potions, and the Waterborn Siren Song.

Lifestyle

Werewolves tend to be down-to-earth and connected with nature, with many preferring a low-tech, outdoorsy lifestyle, preferably “off the grid”, as natural-born Werewolves tend to disdain technology. They are protective of nature and their territory, and while they might oppose humans or others hunting for sport, they will generally leave well enough alone if hunting for food.  Werewolves tend to be family-oriented and thrive in packs, but lone wolves are not unheard of.  Werewolves are very physical and love the outdoors. They are often more lusty, aggressive, and passionate than Humans. Settling disputes with a brawl or arm wrestling is not out of the norm for Werewolves. Because of this, they are great at hand-to-hand combat, but they will use weapons if needed. Because of their physical nature, Werewolves tend to gravitate towards professions that involve hands-on work. They excel in various traditional careers, including construction, carpentry, mechanics, farming, brewing, sculpting, sports, and even culinary arts. Many Werewolves become adept craftsmen or artisans in their chosen fields.  Those Werewolves who were “turned” later in life tend to follow similar paths to those they had before they were turned, although many adapt to Werewolf culture and Pack life out of necessity. Werewolves tend to be mistrustful of other supernatural races, humans, and even other Packs, each posing potential dangers to their kin. For the most part, Werewolves respect the earth and the natural cycle of life; as such, they look upon most humans with disdain as destroyers who pollute and corrupt the Earth; yet, they respect their place in nature and the circle of life as well as the undeniable fact that humans outnumber all supernaturals by a huge majority, and that protection of the Veil comes above all else. Much of Werewolf culture revolves around the Full Moon, with specific reverence for the Moon, and will often wait to celebrate important milestones like Birthdays, Matings/Weddings around the Full Moon. The first shift is a hugely important time for born and deliberately turned Werewolves, and different cultures/regions have coming-of-age rituals for this event.  Werewolves have been known to attack and consume humans, and it is acceptable among some cultures or regions.  Punishment or acceptance of this practice varies from Pack to Pack.   VAMPIRE BLOOD: Consumption of Vampire Blood has been known to be an “upper,” such as cocaine, or a really powerful metabolism enhancer. Those who consume it have reported increased energy, mental clarity, enhanced libido, decreased appetite, and even forced shifting if they take too much, among other things. Vampire Blood is highly addictive, both physically and mentally. Werewolves may experience paranoia and a short temperament coming off vampire blood or while going through withdrawals - for as long as the blood remains in their system. For full effects of how Werewolf blood affects Vampires, see the Vampire page. WEREWOLF BLOOD: Werewolf blood is a “downer” or tranquilizer, and non-werewolves who consume it in low doses compare it to smoking weed or being drunk, only more effective.  Werewolf blood can act as a muscle relaxer and help with insomnia, but too much may result in a coma-like sleep.  Large doses may result in coma and/or death.

Reproduction & Turning

Werewolves are typically born the offspring of at least one Werewolf parent, but a skipped generation is not unheard of either, especially in more diluted lines.   However, Werewolf bites can trigger a genetic mutation and “turn” a human or Phral into a Werewolf.  The bite triggers a severe illness in the victim, with infection-like symptoms, including fever, lethargy, pain, and confusion lasting approximately a week. If the bite goes untreated, the human or Phral (no other supernatural race can be turned) will shift at the next full moon following the incubation period as outlined above; upon this first shift, Phral lose all Phral abilities.  OOC:  Players can decide OOC if they want to turn or not.  The bite will cause infection, and players can decide if they make a full recovery after the incubation, if they turn, or leave it up to chance and roll dice.  Turning can only be prevented, by a Phral Drabarni if treatment is given before the full moon.

CHEW TOYS, MATING, IMPRINTING, MARKINGS

Chew Toys are Werewolf “groupies” and tend to be human (Think Sweet Butts in Sons of Anarchy); they are drawn to Werewolves, they glamorize their existence, and hang around known Werewolf territories in hopes of mating with one.   Imprinted: Werewolves can “mark” someone as “theirs,” imprinting them with a particular scent that other supernaturals can pick up on, especially other werewolves.  This is not “mating” but a conscious (sometimes subconscious!) decision to claim another, and must be roleplayed/mentioned in a post.  Imprints might fade after a while and must be refreshed unless mated.  Other Werewolves might smell that a person has been “around” a Werewolf, but this can happen from casual sex, prolonged proximity, or casual touch, and not the same as imprinting or mating. Mating is the highest form of bond in Werewolf culture.  Mating occurs when a Werewolf  recognizes and selects someone as their bonded “mate.” This is often considered an even stronger bond than marriage and is a deep bond between the Werewolves involved.  The scent of a mated person is similar to Imprinting, but it is recognizable to other wolves.

PACKS and the Rout

The Werewolf Packs structure in the Unnatural Universe is a bit different than traditional Werewolf Lore, to accommodate roleplay within the restrictions of the lack of an open map and infinite territory, and the lack of game mechanics to dictate abilities and power structure.  Whereas in traditional lore all wolves within a certain territory would be part of a single Pack, the Unnatural Universe divides larger territories, such as the whole of Ashmore, into a “Rout” that all other Packs in the region fall under.  Some Routs might encompass a whole county, or specific regions within a state, as is the case of Ashmore.   PACKS:   Packs are societal groups and come in many forms, most often as families, clubs, gangs, or even labor unions. Structures can differ wildly from pack to pack but are most often led by a Pack Leader and their mate (though a mate is not necessarily a leader), should they have one.  Each Pack has its own politics, rules, rites, beliefs, and relationships with other Packs or groups.   There are no racial restrictions to form a “Pack” in Unnatural, but it is only called a “Pack” if the leader is a Werewolf and there are more than 3 members.  Players are encouraged to join existing Packs or create their own.  Pack Leaders can call themselves “Alphas”, but remember that there are no alpha lineages or alpha genetics in the Unnatural Universe.  Alpha is the title name for a leader of a pack, similar to ‘Boss,’ ‘Chieftain,’ ‘Head Honcho,’ etc. There are no special abilities or powers granted by being an ‘Alpha.’  A Werewolf becomes an Alpha by leading a pack of 3 or more people or toppling another pack leader and taking over their pack. THE ASHMORE ROUT: The Ashmore Rout was founded by Frik Grey, who arrived in the 1960s and established himself in the area.  Before his arrival, the Werewolf population consisted mainly of Packs traveling through, though never stayed long enough to establish themselves, maybe due to the quarry and the logging.  Frick's initiatives included purchasing land, shutting down the quarry, and creating a Wolf (Werewolf) Sanctuary.  Frick also established The Bad Moon Saloon,  The Ashmore Rout, now overseen by Paul Grey, functions as the governing body for all Werewolf Packs in Ashmore, organizing meetings and events for local Werewolves. Paul inherited the land and the Bad Moon saloon from his uncle, Frick Grey, The Bad Moon Saloon serves as a gathering place for Werewolves and locals alike, offering a familiar atmosphere. The menu is limited, but fresh and satisfying, as It caters to Werewolves' unique dietary needs, focused on locally sourced, organic, minimally processed, additive-free meats and produce, and is known for the “you catch or hunt / we cook” feature. It's worth noting that The Bad Moon Saloon welcomes werewolves from all packs, making it a prime location for networking and forming connections within the werewolf community.

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