Werefolk Information
Taken from the Clan Information Board in the OOC Area of Twilight Muck. When a clan leader has left the muck, the new person to contact has been listed within the message itself.
- Pyotr -- Wererats -- 00:52:58 07/10/96 EDT
- Beneath the city lies another world, one few enter and even fewer
survive...this is the world of the wererats, abandoned tunnels
and passageways into places you would never have imagined.
- This is not intended to be a comprehensive assessment, but a
general post...since by nature there is no generalization to be made
in this case.
- Put simply, beneath the city there is a colony of wererats, shapeshifters
capable of assuming the form of either rat or human...each with his or her
own goals, own objectives. One might be more then happy to help you, another
might just as easily slit your throat. They are a race of theives, of spies,
finding that which is lost or that which is meant to be hidden away. Many
are willing to hire out their services to those who can pay...
- That's about the general overview...more specific details can be filled
in later...
- Balalaika 128 weeks ago -- Bastet:more specific Khan. -- 14:26:27 07/20/96 EDT
- Hello there. I appeart to be the first of the Bastet. My specific tribe is Khan. For thast of you who don't know Bastet are Were-cats dn the Kahn are the Wre-tigers.
- Balalaika -- Bastet -- 01:37:41 02/27/97 EST
- To all Bastet. I have the Bastet book just recently put out by White Wolf. If you want to get any of the info contact me and I will look it up for you. Also do any of you want to get together and tell stories sometime. You must have some juicy secrets to share with others of your kind.
- Guiness (Who is no longer on the muck) -- More on Garou. (warning: spammy!) -- 08:44:52 07/25/96 EDT
- Garou are an ancient race of shapeshifters, able to assume wolf, human, or a monstrous half-wolf, half-human form, as typified in White Wolf Games' RPG Werewolf: The Apocalypse.
- They have an ancient lineage going back to mankind's prehistory, when they largely managed the human race, much as a shepherd 'manages' his flock: culling weak or diseased individuals, and keeping the numbers of the herd managable, lest they grow large than teh available grazing could support.
- Eventually, the elders of the Garou realized the effect this was having on the entire human species, creating an almost universally widespread psychosis, and so they chose to end their 'management' of mankind, stepping back into the shadows and allowing the human race to develop to it's full potential, and fulfill it's destiny. A dozen or so milennia later, the world (and mankind) has much changed, and some Garou now doubt the wisdom of that decision, long ago...
- All Garou are mystical warriors; they see their place in the world as the maintainers of balance between the Wyrm, a principal of chaos and destruction; and the Weaver, a principal of order and creation. These forces have been seen to shift badly out of balance lately, to the point where the safety of the world is threatened. The Wyrm rages out of control with wanton and senseless destruction, while the Weaver attempts to compensate with mad and purposeless rules and constructions.
- As mystic warriors, all Garou also walk with one foot in the spirit realm, know as the Umbra. Many of them can sense the spirits there, and even deal with them regularly, obtaining favors and information, in exchange for gifts and boons to the spirits involved, as well as communicating with the spirits of great Garou ancestors, and various totems and local spirit beings.
- A Garou's place in their society is largely determined by birth; the tribe one is born and raised in will largely determine one's attitudes and abilities. Another factor is the individual's 'auspice', or phase of the moon under which they were born. Lastly is whether a Garou is born or sired of a human, or wolf parent; since one weakness of the Garou is that they do not breed true, and must mate with either human or wolf to continue their line...
- Though Garou in general tend to prefer a more rural lifestyle, some tribes have adapted to the urban jungle, with skill and abilities that help them to cope with survival in such an environment. And even the city can have it's own Umbral presence, and local spirits...
- If you wish to play a Garou, or make connections with and/or help establish a local pack, please contact Faolan. Happy hunting! :)
- Auberon -- Garou vs. Kithain -- 18:12:53 08/22/96 EDT
- (from WW's "Changeling: The Dreaming" (c) White Wolf. p. 269)
- Werewolves
Werewolves, also known as the Garou, were faeries once, until the Dark
arrived on the scene. When the Dark rose up to attack Earth, the
Garou felt it most. They immediately threw themselves into a fight
against it, disregarding the warnings of their faerie elders. As a
result, the Garou became Prodigal [As are vampires, in faerie eyes. -Aub]
lost to the fae, and locked into their own world and dream.
- Luckily, most werewolves are still friendly with changelings,
because they share many goals with the mass of the changeling nation.
One Garou tribe still honors an ancient oathbond with the High Kings
of the fae. This tribe even named itself the Fianna, after a mercenary
band that Finn McCumhal trained.
(end quote)
- Again, this offers good rp possibilites. Anyone intersted in
pursuing something along these lines, please mail me. Thank you.
- Zephyr (Who is no longer on the muck) -- Kitsune (The _real_ Japanese/Chinese legendary sort.) -- 00:29:30 09/02/96 EDT
- If you've read much into ancient Japanese or Chinese literature, you might have come across stories of Kitsune. If not...well...what is a Kitsune?
A Kitsune is _somewhat_ similar to shadows in that they are near-immortal shapeshifters, but different in that their natural form is that of a normal-looking wild red fox. It's not that hard for them to maintain a shape, but they are not invulnerable.
- Kitsune _are_ somewhat powerful, but most of their energy is spent in _intense_ curiosity and mischief. Kitsune tend to view humans and human civilization as endlessly amusing, and will be many things and many people...Just out of curiosity.
Kitsune, like all foxes, are extremely independent, but may cooperate or group together. They're not 'good' or 'evil', just curious and mischevious. And if a favor is done for one, they are honor-bound to return it in a time of need.
And finally, Kitsune are not a clan per se, but they may well group together once they've discovered each other. Or perhaps not. Either way, they're elusive, tricky, and curious in general, and are incredibly good at blending into their environment.
- Faolan -- Lycanthrope Board -- 17:35:59 09/03/96 EDT
- Hear ye, Hear ye!
- This is Faolan, your friendly (yeah, right) neighborhood lycanthrope helpstaff, letting you know that I now have a board *specifically* for lycanthropes in my office. It's there for posting of questions and my responses, as well as anything I want to put up in the way of beliefs, stats, and other info. Feel free to use it. :) Directions: OGA, n, n, f. Have fun.
- (A note: Faolan is currently the guy to talk to regarding werewolf/lyconthrope matters - Greye)
- Faolan -- Wyrm Corruption - All please read -- 16:59:06 09/06/96 EDT
- One of the abilities that some lycanthropes have is the
ability to sense the Wyrm, or those who have been corrupted
by the Wyrm. The individuals that fall into that category are
such folk as: Vampires with a humanity less than 7,
Abominations with an Ego less than 7, Black Spiral Dancers
(Corrupted Garou), Banes (evil spirits), Formori (Wyrm corrupted,
modified humans), Pentex employees, serial killers... you get
the idea. I would ask anyone who fits any of the above categories
to please do the following:
@set me=wyrm?:yes
- This will allow a general sense for the lycanthropes that something
*evil* is around. If there is a Black Spiral Dancer caern, or
Hive, please contact me for the setting for that. I thank you
for your consideration, as this will aid in RP. :)
- Duncan_Macleod -- Immortals Interaction with Others -- 13:00:35 09/25/96 EDT
- Hello there. I felt that after Brujah's mention of the web page, that I should tell my fellow Immies how to interact on here. Well, here goes:
- Garou
Immortals are considered friends of Garous. We may use Caerns as Holy Ground. Wealthy Immies, though, could be considered enemies of the Garou or thought to be agents of the Wyrm.
- Wyrm
Fomori and black Spiral Dancers are very likely to kill us. Will consider us to be either of the Wyld or the Weaver alone, or of both. Wyrm hates us.
- Hobbes -- "witchfolk" - the tigerweres of appalachia -- 16:31:47 10/19/96 EDT
- There have been folk-tales in the backwoods for centuries about
the 'witch folk' and the hexes they control, and their secretive ways,
and how they can take on the shapes of animals.
- The tales tell how their women will sometimes come to live with outsider
men for a while, and then leave later, leaving behind a child to raise,
who takes off when he gets old enough to find his mother's folk.
- Sometimes, a woman will go off with one of their men, and her family
may never see her again, or she might show up years later, without
memory of where she's been.
- The witchfolk are rare. (Contact Hobbes if you want to be one.)
- Donovan (Who is no longer on the muck) -- Transformed Animals -- 13:16:22 12/07/96 EST
- Okay, I'd like to clue everyone in on a new uh...breed I guess of creatures: Transformed Animals.
- First off, Transformed Animals are a race of being that, back in early times, were (duh) regular animals, but intelligent. Through meditation and the use of 'chi', these animals became human beings, outwardly. In this day and age, however, the descendents of these creatures walk about, sometimes mindful, sometimes ignorant of their true nature. They are, for the most part, 90% human...but their ancestry does lend a few nifty little skills and powers that normal humans would not have.
However, transformed animals have their drawbacks as well. Magic is something that they can never learn, in fact, it is their bane. Exposure to magic, or even living in a magical environment has the possibility of causing the transformed animal to revert to his/her original form...and it's pretty much a one-way trip. Ergo, transformed animals tend to avoid anything magical, and some even actively seek to destroy or suppress magic and mages in order to protect themselves. Transformed animals can be almost any animal to start with, such as an elephant, a tiger, a rat, or even a rooster. In addition, there are also transformed Dragons, who not only have to worry about reversion, but as an ironic twist, if they revert in an environment without a high concentration of magical energy, they will die immediately.
- Micaela(Who is no longer on the muck) -- Selkies.. -- 12:49:09 12/18/96 EST
- Selkies are seals, who at the very time, decided to go with their cousins, the humans, onto land. Shedding their hides, they began to look more and more like their cousins. The only difference between the two was webbed fingers and toes and large callouses on the palms of their hands. Their way of thinking also differs from a humans. Their mind is different from a seal's, but isn't quite human. They remembered seal lore and could still speak with the mother of all, the sea. They slept for a while in the human's circle, and ran in the human race, but eventually, their cousins began to change. The selkies were horrified by the way the humans tortured their lands and bickered amongst themselves. They went to the sea, asking to be accepted back into her depths, asking for her protection once again.
A kindly sea spirit gave them the ability to wear the skins of seals, and swim once again with their brothers.
- But they weren't the same as other seals. They were restless. Finally they ventured back into the world of the humans, making mischief. Some even stayed with the humans until they stopped running. The only problem was, when the sea spirit gave them the ability to move between water and land, he explained to them that they must keep their hides with them. Very grave consequences would follow, he said, if a normal human were to have it in his possesion. What would happen is the selkie would not be able to return to the sea and would be trapped in the human circle forever, forced to serve the person who held its hide, until it could retrieve the lost skin.
Huhm.. I think that about covers it. Oh yes, selkies are not immortal. Also, they cannot change to their seal form unless they are in salt water.
-Micaela-
- Arron (Who is no longer on the muck) -- Tribe: Silent Strider -- 10:33:35 02/28/97 EST
- The Silent Striders are a unique group of Garou. FOr one thing, they
are no longer a true tribe in the eyes of most Garou, and for another,
thet have no true home to call their own. The Striders originated in
the land of Egypt, in fact they served as guides to the dead before the
impergium. During the war between Set and Osiris, the striders stood
by, waiting for one to kill the other, then take out the survivor.
Unfortunately, Set won and was able to stand his own aginst the
striders, he placed a curse on the entire Strider nation. He leaned
the names of our greatest heros, for names have great power, and placed
the most powerful curse upon us that has ever been spoken.
- By the Names I have spoken, O Lupines, I curse you. I place my mark
upon you, that you shall be forever severed from your fathers and
mothers. I damn you with my touch, that never again shall you rest in
the lands of thy prople. May the names of your ancestors be forgotten,
and may their ghosts fade from hunger in the Duat. As I was cast out,
so then shall you beexiled, voiceless and lost forevermore.
- Ever since that time, the Strider's have been on the move, never truely
at rest. When a Strider does try to rest, he is always forced to move
on, for some reason or another, be it Wyrm, wraithes, of Kindred.
Usually they are not very talkative, but a few are.
- Tor_Narat -- Sensing - Dragons, Garou, etc. -- 02:42:00 08/01/97 EDT
- Okay, I'm not going to go through the whole explanation of how to set up
the sense thing...@view #3978 to do that for yourself. But I WILL tell you a
few things you need to know. Garou and Fae can sense us. So can the Wyrm. So,
in your sense listing, add the props Dragon?: and Obsdrag?:, along with any
necessary notification strings. Also, other Dragons can sense us, and we can
sense them, whether or not they normally have sensing powers. This is a side
effect of having an increased Darconic aura. Oh yes, Garou, would you mind
including SOME sort of flag on yourself so we can sense you? P #mail me when
someone decides what the flag's going to be. Thank you.
- CORAX information can be had at: http://ezinfo.ucs.indiana.edu/~adashiel/wod/wod.html
- Nathaniel -- Non-WW Lycanthropes -- 23:38:41 09/26/97 EDT
- Okay, for variety's sake, and because I figured you all deserved to know... Non-WW lycantrhopes... This idea is taken from the Anita Blake Vampire Hunter series of books (which rock, by the way), so I don't have any sort of stats, or points, or whatever to quote at you.
- In a nut-shell:
- This 'species' of lycanthrope is contagious when not in human form. If you're scratched or bitten, there is a chance you'll turn into a were at the next full moon. How *likely* that is depends on the animal type that bit/scratched you. Rats and canines are the most 'contagious' of this 'species' of lycanthropes.
- Strenghts:
Well, they're shapeshifters, I suppose that is a bonus. The stronger ones
(known, in many situations, as alphas, though that also refers to the 'leader'
of a were-wolf pack) have more control over it than the weaker ones. What
this means is that they can shift only parts of their bodies, or they can
control when they shift (in *most* cases... more on that in a few). They
are fast healers. They'll heal from just about anything short of death
pretty rapidly.
- Weaknesses:
Silver is a big one. Damage caused by non-silver weapons will not have as
much an effect on these guys. Silver weapons, however, will usually stop
one of 'em in their tracks from the pain with a well-placed shot/stab being
good enough to kill. Wounds caused by silver items take longer to heal.
Also, it isn't just silver weapons that cause pain. Silver jewlery, or
anything silver placed against the skin will cause pain.
- Another 'weakness' of sorts is the fact that the full moon effects these
lycanthropes. The closer to the full moon it gets the less rational they
become, the more prone to anger/violence... And the more likely that they
will shift. Come full moon, none of them can get away without shape-shifting
into their animal form. There are some things that will effect one of these
lycanthropes to promt a faster change: blood, violence, fear, and sex. Even
when it isn't full-moon, blood will bring out the more animalistic side of
these lycanthropes.
- If a non-alpha lycanthrope shifts to animal form and then shifts back to human
form with less than 24 hours between changes, that lycanthrope will fall into
an exhausted sleep (we're talking totally unable to wake him/her/it up) to
recover from the energy expended.
- Other Stuff:
- Blood: Their blood is pretty potent stuff. Vampires can feed off of them,
but they're going to get a nice buzz from doing so. If enough is drunk, it
is rather like the vampire becomes drunk.
- Healing: They can't heal anyone but themselves. It isn't someting they try
to do, or even do consciously. It just *happens*.
- Sensing Lycanthropes: They'll be able to sense other lycanthropes. I'm
guessing that other lycanthropes would be able to sense them, as well. They
can't sense wyrm, though.
- Breeding: I actually have *no idea* if they are fertile or not. And if they
are if a kid would be a lycanthrope or a human. I'll get back to you when I
figure it out one way or another.
- If I think of anything else, I'll post it later.
- Jerad -- Wyrfolk -- 22:47:41 07/03/98 EDT
- Most everyone knows what wyrfolk are, even if they don't realize that they know. This race has three forms: a human form, an animal form, and a hybrid form, which is a rather monstrous blend of the other two. The most common forms of wyrfolk are the canine, feline, ursine, avian, and rodent. However, because of a long-ago and long-forgotten disagreement between the canines and the felines, a sizable segment of the population, lead by the canine forms, have disassociated themselves from the rest, and have gone so far as to change their very names. These are the werewolves and such. These rebels have largely forgotten their ancestor's heritage, and are often unaware that they are really part of a larger picture.
However, those who sided with the felines, who led the other faction, the Loyal, remain aware of their history, and usually are sworn to bring the rebels back into the fold.
- The rebels themselves have changed much over the years, their very genetic stock and many of their abilities drifting away from the original. The Loyal, however, have maintained an almost static balance over the centuries, and remain much the same as their ancestors. While in their human forms, they have no extreme powers, but their senses are enhanced. While this is easy to hide, it also provides a warning system, as well as a communication system which most other races cannot detect. Wyrfolk eyes have a greater range than human eyes, seeing further into the infrared spectrum, and their ears are much more acute, as a rule. They also tend to have more acute noses, even the avians.
- In their animal form, they are simply animals. Their human intelligence does not disappear, but the animalistic mind tends to dominate. Without proper guidance, a young wyr runs a great risk of getting lost in the animal form and being unable to shift back to the human form.
- It is the hybrid form that has the power. While in the hybrid form, a wyr is much stronger than in any other form, and generally has quicker reflexes as well. In the hybrid form, the wyr has some simple abilities of telekinesis, and can usually trick another being into thinking that the wyr is in a location that it is not, so long as the wyr can see both the desired 'false location' and the desired victim.
Wyrfolk are very much mortal in all three forms, however, and can be killed in any number of ways. Silver will kill a wyr, if it penitrates a vital organ, and it will die if the heart is removed from the body. Damage to the brain will generally paralyze the wyr, allowing the killing to be finished by one of the other methods.
- The normal lifespan of a wyr is about 115-120 years, but because many die violent deaths, the average lifespan is only about 75.
- I think that should cover it. :)
- Daniel -- AD&D/WW Were-Cats -- 22:04:56 09/30/98 EDT
- Here's a nice mix of the AD&D and WW lycanthrope , especially cats . IF you have further questions please feel free to Pmail me . Here it goes .
- There is basically 2 types of Were-Cats: The true one and the infected
True Were-cat: The true were-cat is one that have been born this way or , have become one after passing trough the infected stage . These were-cats are the powerfulest . They have 5 forms(including human) and they can control their transformations . Note that true Were-Cats who have been born this way tend to be more powerful than those who passed trought the infected stage.
- Infected Were-Cat : The infected were-cat is one that have been infected by a true were-cat . They have 3 forms (human, between and animal) . Infected were-cats follows moon cycles for theyre transformation(as seen in many movies) . The full moon period is the period in wich the infected morphs. During these 3 night . They are completly mad and will kill/destroy anything that comes near them .
- Becoming a Were-cat: Except for the were-cat who was born that way( a very few number) . Most Were-cats follows the following steps :
- -The infected stage :As stated before a human(and only humans) reach that stage when a true were-cat have infected him . True were-cat control who they infect , they choose when they do so . A wound is all that is needed for someone to be infected . If the personn is not willing to be infected , he can avoid the disease by magical ways, a simple remove disease will do (it have to be done in the following 3 days after the infection). Note that infected were-cats can't make new infected . The infection period is considered like the aprentice step by many clans . Some help their aprentice others dont . Sending an infected personn in a enemy organization is a prized way for many clans to cause trouble to their enemies
- -The true Were-cat stage : For an infected were-cat to reach that stage it have simply to gain awareness during one of the full moon nights while he's morphed . And it's really the hard part . To gain awareness the infected must see,feel, experience something strong enough to stop him . Some clans are known to make the infected shread a close relative to pieces to make him gain awareness . Once the characted gain awareness he's considered likea full member of the clan and receive all the privileges of true were-cats
- Various powers: Magical imunity : All were-cats are imunised to weapons . Except the following : magical ,cold-iron , gold and silver weapon . Fire and the like affect them normally .
- Regeneration:Most were-cats regenerate pretty fast... they need only 3 days to replace a lost limb . This make them very hard to kill.
- Iron will:due to their strong character , most were-cats are immunised versus mind attacks. that include, suggection , scrying , forget and all the stuff that goes with that
- Other powers : the rest of the powers depends on a clan/individual basis. Note that many of the most powerful were-cats are known to use magic .
- About claws/fangs/talons.etc... and the magical immunity : You have to consider the nature of the creature using the attack . A "magical" creature such as a dragon and vampires will hit the charater normaly . They remain unafected by normal animals
- Note that everything written allpy to any type of were-cat : tigers, panters, lions etc...
- So here's it is... hope you like it... pmail me if u need more detail
Daniel
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