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, and their Human form will age accordingly. (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.

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.




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)






–Werewolves in the Unnatural Universe possess several remarkable qualities:






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.

Regarding the Full Moon: The Full Moon is observed on Sim for three days and always on a weekend to accommodate the maximum number of roleplayers. However, your character isn't required to remain shifted for the entire weekend; shifting for at least one day is sufficient to satiate Werewolf needs.


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 directly contact their skin to cause damage. When silver touches their skin, it causes irritation and redness. Prolonged exposure leads to severe, chemical-like burns. Wounds from silver objects, like knives or bullets, quickly become infected and heal slowly, often nullifying the Werewolf's natural healing abilities. Severe exposure, such as embedded bullets or injuries to vital organs, can be fatal. In these 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

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 (BECOMING A WEREWOLF):

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

In the Unnatural Universe, Werewolf Pack structure differs from traditional lore to suit roleplay constraints, such as limited map size and lack of game mechanics for abilities and power structure. Instead of one Pack per territory, larger regions like Ashmore are divided into "Routs." A Rout oversees all Packs within a designated area. Some Routs may cover an entire county or specific regions within a state, as seen in 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.

It's important to note that while leaders may emerge within packs, each territory can only have one Territory Alpha, ensuring a singular leadership structure within a given area.  The Ashmore Rout is the governing authority for all wolves of Ashmore, with the head being the Territory Alpha, who may even appoint a second in command, known as the Beta, to assist in protecting and managing the territory.

THE ASHMORE ROUT:

The Ashmore Rout was established by Frick Grey in the 1960s when he settled in the area. Before his arrival, Werewolf Packs passed through but didn't stay long, possibly due to the quarry and logging activities. Frik took steps to change this by buying land, closing the quarry, and creating a Werewolf Sanctuary. He also opened The Bad Moon Saloon.

Now overseen by Paul Grey, the Ashmore Rout serves as the governing body for all Werewolf Packs in the area. It arranges meetings and events for local Werewolves. Paul inherited the land and the saloon from his uncle, Frik Grey. The Bad Moon Saloon is a popular spot for Werewolves and locals, offering a cozy atmosphere and a menu tailored to Werewolves' dietary needs. It focuses on fresh, locally sourced, organic meats and produce, with a unique "you catch or hunt / we cook" feature.

The Bad Moon Saloon welcomes Werewolves from all Packs, making it a hub for networking and building connections within the Werewolf community.

For more information on the Rout and how to participate see here:    The Ashmore Rout and Territory