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[Creature Lore] The Warwulf


ForeverGinger
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[!] Ragged notices are pinned around the Cloud Temple. Each of these papers bears a crude drawing with the following heading:

 

All ye who would walk un-escorted in the black of night beware! Foul creatures have been sighted in these lands, roaming and slaying with complete abandon. These beasts, known as the Warwulf, are an unholy mixing of man and wolf and should be avoided at all costs!

 

I. Infection and Cures
Infection: The Curse of the Warwulf, also know as Wolf Flu, is not a common affliction, but that is not to say it is rare. This "curse" is actualy an infection passed through the saliva of the afflicted. The virus is transmitted by bodily fluids, so the most common way to contract this disease it to suffer a bite from a Warwulf, but any other contact with bodily fluids does have a chance to pass the disease along.

 

Symptoms: If you or someone you know has potentially contracted Wolf Flu, take immediate action. Lock them in a convenient attic, basement or prison cell to contain them and expose them to as much aurum as possible (See section III, Defense and Prevention). Symptoms to be on the look out for are as follows:

 

Sharpened eyes and shifts in eye colors (yellow, red ect.)
Rapid growth of nails'
Extreme hair growth including spontaneous uni brows
Warped facial features
Hair color changing to grays or browns

 

If no symptoms appear after a full cycle of the moon, please apologize to the potential victim and let them out.

 

 

II. Appearances and Transformation
Appearance (Man): The Warwulf is a crafty beast, and can hold the shape of a Descendant except under specific conditions. The infected will often have vaguely wolfish features such as narrowed eyes, claw-like nails and thick, wild hair. This does NOT mean that all with wolfish features should be persecuted! Please refrain from slaying others based on their appearance alone!

 

Appearance (Wolf): A Warwulf who has taken the skin of the beast is a dangerous and deadly menace. Standing roughly six foot to seven foot with broad shoulders and thick, corded arms covered, this creature has strength equal to that of a grown male Uruk. Its arms reach down near its knees and are tipped with long, razor sharp claws. Its legs are very short in comparison to the rest of its body, so a transformed Warwulf moves by planting its legs on the ground, swinging its arms forwards and taking off with great leaps and bounds. Be warned, a Warwulf may cover several meters in a single bound but has poor maneuverability due to this method of transportation. The Warwulf is also covered in a thick, matted hair ranging from grey to brown. this hair forms an effective armor, but is highly flammable.

 

Transformation: The transformation of a Warwulf only occurs under specific conditions, but there are several signs that war if someone is about to transform. Firstly, hair will spread across the body at an alarming rate, the heartbeat will become strong and audible to any in the close vicinity, as the heart is expanding and pumping blood to all the new muscles and veins, the victim will radiate heat and finally, the eyes will shift to blood red as the excess blood diffuses into them. After these signs, the shift from man to beast is almost instantaneous as the new body parts violently and rapidly explode out. A Warwulf will only transform if the moon is full OR they are under intense physical strain. The full moon acts as a trigger for the beast, activating the virus and kick starting the growth of the vitals, muscles and bones for the transformation. The virus will also trigger a transformation if the victim is under physical pressure in an effort to preserve itself and its host. When transformed, the Warwulf will go into a berserk rage, snapping and biting anything within reach in an attempt to spread the virus farther. The first transformation is often extremely painful, and many are driven mad on their first Changing-Night.

 

 

III. Combat and Cures
Weaknesses: Warwulf have a strange aversion to aurum as it inflicts severe burns to them when transformed and are especially weak to all forms of Void magic for some odd reason. That being said, do not fear a sorcerous Warwulf, for the viral affliction severs all connection with the Void. Warwulf, however, may take on the path of the Druid, as the virus does not seem to interrupt a connection with nature. To get back on topic, transformed Warwulf appear to have difficulty swimming due to their physical makeup. If forced to combat one of these beasts, try to force it into a river or lake, as the water soaks into their fur and weighs them down. The fur of a Warwulf is thick and matted with a strange oily secretion, forming an effective barrier against sword, spear or arrow. However, it is extremely flammable and will engulf the creature in sheets of flame at the merest spark.

 

Cures: A skilled Cleric may purge the affliction if it is still in its infant stages, ie the first two to three weeks after contact, but if the Warwulf has experianced its first Changing-Night, the affliction may not be cured. It can however, be contained and restricted through exposure to aurum. Wearing aurum bracelets or amulets can help keep a victim of Wolf Flu from transforming, and forcing them into aurum-lined shackles is an effective containment method. There is one method, however that can help the infected keep their mind when transformed. A skilled brewer can concoct a potion made of wolfs-bane to aid in keeping the Warwulf calm in the midst of their transformation if administered the night before. After ingesting the essence of wolfs-bane, the Warwulf will be able to remain calm and... er... un-berserk? The victim will retain their identity whilst they have shifted into the skin of a beast, as the potion temporarily nullifies the effect the virus has on the brain.

 

Combat: Shifted Warwulf boast several advantages in combat, the first being their claws. A Warwulf's claws are fully retractable and can range from ten to twenty centimeters in length and are razor sharp. The beast also has a thick, matted pelt that effectively acts as armor for the beast. This hair is bound together with a oily compound secreted during the shift that, when dry, forms a shell-like armor. The most dangerous time to fight a Warwulf is, oddly enough, after they have ingested the wolfs-bane compound, as it means the beast will have the intelect of a Descendant and the body of a monster.

 

 

((OOC Info))
So, werewolves in LOTC.

 

Pros:
Ability to blend in (mostly) when un-transformed
Massive strength
Eviscerating, retractable claws
Hair armor (may be RPed with chain)
You can contain your rages with wolfs-bane potion
Long arms? (I guess thats an advantage)

 

Cons:
Some "tells" could reveal you are a Warwulf when un-transformed
Aversion to aurum
You are a walking tinderbox
Can not swim well
Crazy berserk rages when transformed

 

RED LINES
Not RPing the "pre-change" state (heartbeat, hair, spastic twitching)
Being in control after changing. You are essentially a savage beast unless you have taken the wolfs-bane potion recently.
Not attacking people when transformed. You are a monster, so act like one!
Not reacting to aurum. All Warwulf, transformed or not, have an aversion to gold. You may force yourself to touch/wear it if you wish to contain your condition, but it would burn.
USING MAGIC! NO magical werewolves!

 

RP potential:
People could hunt Warwulf if they feel they are threatening a community, but the Warwulf could RP mas well. They can just be an innocent person with a "furry problem". Maybe you don't know you're a Warwulf, and people are winding up dead in your village. The possibilities are endless!

 

Why did I write this?:
I wanted to write monster lore that gave people a chance to have a regular RP life alongside it. For example, you can be an innocent, average Halfling most of the time, but when the full moon comes out, you get to RP as a crazy monster wolf man. You don't have to dedicate yourself to playing a monster only some people want too to RP with. As a Warwulf, you get the best of both worlds, regular RP and monster pseudo-event RP.

 

((Sorry for lack of pictures, my comp. was derping. I'll try and add some ASAP))

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Very cliche and sort of OP. I made werewolf lore before, it was basically just a feral man, that was it. -1.

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We don't have vampires. We already have enough magical creatures. This would be abused to the high heavens of PGing.

 

-1

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Very unbalanced in my opinion, like Darksalvo stated this is a PG fest waiting to happen. -1

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Survey says Warwulves are OP! Looking back on it, there are a lot of OP things here. Any advice on how to tweak this would be appreciated, and if you don't agree with this bit of lore you can shove it up your please let me know! Thanks for taking time to look over my lore :)

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Survey says Warwulves are OP! Looking back on it, there are a lot of OP things here. Any advice on how to tweak this would be appreciated, and if you don't agree with this bit of lore you can shove it up your please let me know! Thanks for taking time to look over my lore :)

How about don't make werewolves and then everythings fine.

To be honest, there are more interesting and original things one could play that are far more exciting than a werewolf.

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We don't have vampires. We already have enough magical creatures. This would be abused to the high heavens of PGing.

 

-1

we do have vampires.

parasite vampire imp thing 

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I believe the Lore team has shut down idea of werewolves and vampires in the past...

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We have both a form of vampires and werewolves that are very original and fitting with server lore. Don't know of them? That is how it should be.

P.s. When I say 'form', I do not mean things like the fairy tales say.

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No werewolves, please. I don't want them.

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I dislike how Twilight has ruined vampires and werewolves for the community. I don't know if this is the right werewolf lore for LOTC but I personally don't see a problem with the overall idea of having werewolves. We do have a vampire of sorts albeit not a conventional one.

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I'm sorry to say that this lore has been Denied.

 

Werewolves and vampires are something that has to be extremely innovative in lore to be accepted in LOTC, as was the case of the Red Imp lore. This lore I'm afraid, is very generic.

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