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The following are guidelines for attitudes and characteristics particular to Werewolves in the Unnatural Universe.   While we understand, respect, and encourage individuality, we expect players to adhere to the Unnatural lore.  

Werewolves have been part of folklore, fantasy, and horror fiction for millennia, and each culture or writer has their version of what Werewolves are, with countless variations on appearance, culture, mentality, etc.  Consider the differences between The Wolfman and American Werewolf in London and True Blood!   Each is different, and this is our version.


Photo by Jace Holden

Like all races in the Unnatural Universe, the true origin of Werewolves is unknown.  Werewolves are creatures that can shift from human to wolf to a monstrous bi-pedal “battle form.”  Every culture or geographical area possesses myths and legends about Werewolves that are passed down through generations, yet none of these myths have been confirmed.  Some say it is a curse (as in the Epic of Gilgamesh) or an infection, while others believe it to be a magical gift bestowed on humanity’s greatest warriors in times of war; either way, what is known to modern Werewolves is that it is a genetic trait, passed on through family lineage or spread through an untreated bite. Your character may believe whichever origin myth or legend applies to them culturally (or your OOC preference), but it doesn’t make it true. 

Werewolves can shift into either of the 2 forms (other than human) at will at any time, but force-shift during the Full Moon.  Players may choose which form to shift into, either or, or even both, but they MUST SHIFT.


  • Werewolves shifted into quadruped form (looking like regular wolves), and might be slightly larger than average natural wolves.  Like shifters, they retain most (not all) of their consciousness in this form.  Like real wolves, they lack the vocal cords and other physical capabilities to talk, walk on 2 legs, etc.  They are WOLVES.

  • Werewolves in 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 by scent, but they are hungry and feral and will hunt and eat large animals (or even people).

  • Werewolves can communicate with each other (not other animals) in either shifted form, but neither can talk.  Communication consists of body language, signals perhaps, and with other Werewolf pack members, a telepathic sense of impressions, feelings and ideas, but they must be within talking distance.  This telepathic link is restricted to only werewolves in the same pack (other non-werewolf pack members are not linked).


OOC:  Shifting should take no less than 2 posts, one to show intent, one to complete the shift.  There are no partial shifts, unless its to revert, say a werewolf beginning to shift in a scene but gaining control and reverting the shif, and there are no spells or potions to prevent shifting at this time, nor illnesses that would prevent/cause shifting.

  • Werewolves enjoy significantly slower aging and longer life expectancy than humans, with some rumored to have lived as long as 500 years. They may appear youthful well into their late hundreds, depending on their lifestyle.

  • 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 the incubation period (See below).

  • Though they appear human, Werewolves possess heightened strength, speed, and hearing, as well as highly sensitive senses of smell and taste in any of their forms, and many Werewolves tailor their human-food diet to accommodate this, preferring organic, minimally processed foods, or shifting to hunt and feed on fresh meat. Additionally, due to their sensitive hearing, they may be affected by higher frequencies.

  • Werewolves possess an incredibly fast metabolism, which results in significantly higher body temperatures, faster healing, and less susceptibility to illness and infection common in the human community. However, the cost of such a metabolism is a hugely increased appetite, requiring a significant amount of sustenance to maintain. This also vastly increases their tolerance to alcohol, drugs, and other mood-altering chemicals.

  • Werewolves can easily recognize other Werewolves by scent, and they can readily distinguish between different species.  If they are not familiar with a different species/race they can detect someone is something “other” than human by scent alone, and they may determine the specific supernatural race through the process of elimination. Obtain OOC consent as the other player may have done something to mask or alter the scent.

  • Werewolves enjoy physicality in all aspects of their life, often lustier, more aggressive, passionate, and stronger than their human counterparts. It’s not uncommon to settle disputes with a brawl or even arm wrestling.  They excel in hand-to-hand combat for this reason, although they won’t shy away from using weapons if needed.

  • Shifting from one form to another is an exhausting process, consuming vast amounts of energy. Returning to human form leaves the Werewolf exhausted and hungry, particularly if they did not feed while in Werewolf form, requiring significant rest afterward, often sleeping for hours. 


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 virtue of being an ‘Alpha.’  You become an Alpha by leading a pack of 3 or more people or toppling another pack leader and taking over their pack.  




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 is a “downer” or tranquilizer, and non-werewolf 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.


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 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 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, and beliefs, with complex diplomatic relationships with other Packs and supernatural groups, but it is only called a “Pack” if the leader is a Werewolf.  As mentioned above, there are no Alpha Lineages or Alpha Genetics in Unnatural, and Alpha is the title of the leader of a pack. Players are encouraged to join existing Packs or create their own. 

Werewolves in a pack that live together as a group or spend the majority of their time together naturally develop a telepathic link with other Werewolf pack members.  There is no rite or spell to make this happen. This communication can happen in any form, and is limited to a sense of impressions, feelings and ideas, but they must be within talking distance of each other (20 SL meters).  This telepathic link is restricted to only werewolves in the same pack.

THE Ashmore Rout and the bad moon saloon

The Ashmore Rout, overseen by Paul Grey of The Bad Moon Saloon, functions as the governing body for all Werewolf Packs in Ashmore, organizing meetings and events for local Werewolves. Paul inherited the land and saloon from his uncle, Frick Grey, who arrived in the 1960s and established himself in the area, contributing to the growth of the Werewolf population. Frick's initiatives included purchasing land, shutting down the quarry, and creating a Wolf Sanctuary. 

The Bad Moon Saloon, founded by Frick, now owned by Paul, 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, additive-free meats and produce, and is known for the “you catch or hunt / we cook” feature.

A special thanks to Fen Blacach (fen.syakumi) for his input and help with the rewrite, and all Unntural LoreKeepers and players for their input.

Chew Toys / Mating
Bad Moon Saloon
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