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[✗] [Rewrite]Lycanthropes, The Ferals Of Morea


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[ https://www.youtube.com/watch?v=cKk6XqcmB4Q ]
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Lycanthropes

The Ferals Of Morea

 

 


Spoiler

Antiquity, something no abounding lexicon or cattle-sized scroll details, is rarely lost to the days of yore for the earth remembers the sting of every slight; such is the tale of Morea, the Canine Prince, and the birth of his lángrén, pureblood werehounds, and mutts, halfblood ferals. Once, deep in the velds of the northwest of the Emerald Isles, four hunters crept through the wood at dusk with their bows, blades, and fists readied. An Akahoshi man, a Yultharan boy, an Ishikawa woman, and a Huang patriarch, each a willful soul and Easterner poacher on the hunt for the last of the shou beasts to freeze Yamamoto, Zuìhòu, a youngling of the savage race. Wishing Yamamoto only the best this small band of hunters set out to trap the last of the shou and slay it, thinking their tracking accurately led them to the Queqon Hinterlands while Qi Jiguang led an expedition into the sea “in error.” Little did these four know their misdirected efforts would lead them to a violent and gruesome fate.

 

Their first days were uneventful. They stalked deeper into the hinterlands with each rising sun until on their fifth noon they penetrated the heart of the forest, an ever expansive thicket of pines which spread in all directions and pierced the sky above until nothing but reflections illuminated the damp, guarded forest floor below. This was where they would find their unicorn, the elusive and nigh mythical Zuìhòu. The air was unfriendly and chilled just enough from the cascading zephyrs of the mountain pass to the east which fed snow and arctic weather into the area every winter, a season already approaching. The cold led them to suspect the freezing creature lurked nearby and hid in these knolls and rolling crags where it was protected from the blazing sun by the blanket of shade offered by the canopy of needles. The old Huang man, a master sage of the Way of Qi, was an old hermit hunter of these lands in his past youth and knew them well, leading the party to a dilapidated cottage of his making. With a few well placed kicks to fell lumber and practiced punches to dislodge rotten wood, he and the Akahoshi man refurbished the hovel for, not to the boy’s understanding, they knew their stay in these woods would be long with the approaching winter and the supposedly lurking shou but they did not fear for they were each disciplined in their own right and capable of standing on their own; together they made the perfect amateur hunting party if not one to be reckoned with by hares and peacocks.

 

As per the Ishikawa woman’s craft as a trapper she taught the Yultharan boy to lay devious, witty snares and ambushes with bait of all sorts to catch large game; Zuìhòu was no more than a maturing colt in size and was rivaled in stature by the average deer, their traps would do well to capture it so it may be beheaded and paraded through the streets of the Emerald Isles’ capital and their names immortalized alongside Qi Jiguang. Or so they thought. As the first few weeks slipped by the hunters caught nothing but woodland critters: foxes, wild dogs, rabbits, deer, rodents of all sorts, even a stray inferis which they identified as a foul spirit. But most curious of all were the masterful traps of the Ishikawa woman for she, unlike the boy or the attempts to create pitfalls and clamps by the two men, she caught wolves. Pups to she-wolves to even pairs of hunting mates, unlike the rest she could catch even the best of primal hunters. This, tragically, was an ill fated demise for the creatures of the forest for the old Huang patriarch had come upon what aged alcohol he had squirreled away in holes and in his cottage and, against his inspiration to join the monastery and against his oath, he imbibed once more and returned to his drunken roots. Impatience and rage began to creep in through the Akahoshi man as their sage devolved into a professional drunk, he was being outclassed by a woman of the Ishikawa and her adolescent protege, and all they were catching were woodland sprites and hounds. His infamous Huang temper was being tested. He had nothing better to take this rage out on than the animals they caught. The old elder was too inebriated to notice and the boy was too naive to see but the Ishikawa woman made note that they the wildlife began to dwindle. What they caught were disappearing, the wolf howls at night waned, and the hinterlands were steadily creeping into silence more and more. It was not until a whole month into their stay that she came upon a heap of beaten, brutalized, and mutilated animal carcasses, all the creatures they had caught in weeks prior hidden in the depths of a precipice east of the cottage but due to the snow and frost accumulated in the rocky basin of gore and rot she suspected it to be the shou’s work, a feasting pit for Zuìhòu. On that night she forewarned the party of the pit and suggested they lay traps surrounding it, that likely being where the beast dwelt and where they would end this arduous and dull venture. They survived off what they caught and lived easily enough but it was to no success thus far, Zuìhòu was too elusive and too stealthy for them they thought until then, that night, its lair was discovered. The Huang man played off his talent for deception to fool the huntress and the boy but the old man did not need fooling. They agreed they would prepare their most deadly traps yet along the east to ensnare the beast and when it would howl in pain they would come running to finish it off.

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High up on the slopes of the boreal mountains watched a spirit befouled by fury and riled with malice, a great hound of the wilds, Morea the Canine Prince. These Easterners would not ruin his forest, slay his hounds, and stomp out the life of the Queqon Hinterlands without consequence. It was thus that from Morea’s hate spat a thing of rage and protection, a beast of the wild. The first of the pureblood lángrén was born from on high and clawed its way down the mountainside, the roar of a howl distorted like an avalanche emanated from the snow capped peaks. It was dark, the skies were abated and night crept in, and the hunters were already back in their cottage to await the call of pain and anguish of their suspected shou beast catch. Each drifted into sleep but the Akahoshi man for his paranoia had slipped into his moral mind and he began to question the righteousness of his deeds. His reflection was interrupted not two hours later by a dreadful, horrific squeal of rasping, clawing, grating pain which stung the very air. All four of the hunters jolted up, wide awake and shook by the sound. They knew what had come, they thought; Zuìhòu had fallen for their traps. The Ishikawa snagged her bow, the Yultharan and Akahoshi grabbed their swords, and the Huang wrapped his fists. They threw on their winter attire and threw open the door to see the first snow of the season, a mere inch and a half having fallen in their sleep. They rushed to the east and, around the precipice, they had most definitely ensnared something ruthless.

 

The pitfalls were bloodied and the poles were snapped, the snow distorted by the nets were painted crimson and the fishing wires were slashes, bear traps and metal maws were bent and broken or completely missing and a long, ugly path of carnage led to a dip of the crag, woesome yelps and roars coming from the sheltered path where the blood led in large splatters. The hunters prepared themselves as the cries grew closer, the sound of metal rasping against stone and harsh claws scratching at rock ebbing from the chasm. Emerging into the moonlight came a beastly thing, a bipedal wolf with thick, umbral hair matted with blood and drenched, snow clinging to it where it had not melted just yet, and its figure stood taller than the Ishikawa and a half. Its ichor-spilling maw retched a haze of blood that painted the snowflakes drifting past for a long, sharpened pole of pine pierced its chest from the pitfall, skin tight around the puncture. The great hound reared its head and howled in a deafening shriek, its pitch piercing the minds of the four hunters before they could react to the creature. The boy dropped to his knees and clutched his sword to his chest whilst the three other writhed where they stood. The Huang patriarch lowered into a practiced, disciplined defensive stance whilst the woman shakily nocked an arrow and the man held his sword up beside his shoulder and pointing it towards the lángrén; they thought this must be the shou beast, this must be Zuìhòu. What ensued bound the four hunters by fate; their poaching and lives as they knew it would end here, deserved or otherwise.

 

The fight was little more than a ten second pity killing. As they regained their senses the great wolf beast lumbered forward the woman released her bowstring, iron arrow sailing straight for the lángrén’s shoulder right. It yelped faintly and stumbled wherein the man surged forward and planted his blade into its left pec wherein it gargled blood and thrust its arm forward to throw the man away but, with its arms then wide open, the elder sage rushed forward and landed a single haymaker into the splintered end of the pole spearing its torso, a minor shockwave crackling the air as the blow launched the pole straight through the creature and out its back with a blast of force. They all drew back as the werehound released a haunting death rattle and dropped to its knees, melting away on the half-snowcovered into a half-moldy heap of rotten wood and with grass sprouting as fur and from it and the area around it fully grown thistle sprouted, lending to the creature’s name for future reference; Jì, Thistle.

 

These dreadful humans tore apart the balance of the forest and with their own hate corrupted the temperment of the mani into a blistering rage; they made quick work of a true hunter and so Morea would show them what it meant to be predators.

 

An unnatural, stunting silence fell over the group with oppressive weight before they could cease staring in awe at the decay of the creature they had just slain in moments. Something was not right. The silence dropped into a low warble which roared into crushing howl, its pitch first too high to hear but now it shook their eardrums. A colossal white wolf emerged through a mist of snow descending from the eastern mountains and skulked closer to the group, sight of the snarling titan striking paralyzing fear into the four. Naught but malice took the heart of the Wolf Prince and so he lifted his head to join in on the cacophony of yips and howls produced from the many lesser hounds and canines which crept from the woods, surrounding the Easterners. Their combined calls forced upon them paralysis, stunned at what occurred before them. The wolfsong tore into the earthen corpse of Jì and ripping from the sprouted thistle and grass sprang its same visage, scarred yet returned. Peeling from its own remains, Jì lurched forward and bit into its hand to draw open a bleeding wound. It bowed its head to Morea’s gargantuan form and lumbered straight for the hunters, hand low at its side and dibbling crimson ichor into the pearly slush and fresh powder. First it came to the elderly Huang man who had launched the falltrap’s pole through it with his martial art, shoving its blood oozing wound into the mouth of the man until it spilled over his lips and he was forced to swallow. Next it crept to the Yultharan boy and gagged him with its wound, he too forced to swallow. The Akahoshi man and Ishikawa woman befell the same fate and one by one they ripped from their frozen positions and screamed, noses elongating into doglike snouts, fingernails sharpening and stretching into long claws, fingers and hands fattening into thick paws, matted and dense layers of fur sprang from their pores, muscles rippled and grew in grotesque patterns like worms beneath the skin, teeth budded from their bleeding gums with canine fangs, and their senses overwhelmed them as they could hear every crunch of snow beneath paws, could smell every drop of blood and patch of mud around them, could see every glowing eye which stared them down, and could feel every expanding bone and metastasizing muscle. The hunters would hounds through and through just like the lángrén but they were not of its breed, not of pure blood but rather half-mortal, half-beast.

 

By the time the four awoke and regained their senses the pack of mystical canines were long gone: Morea, Jì, the wolves and dogs, all of them. Each went their separate direction in the first night, each crippled by a void inside them, something only meat could satiate, and not for the woodland critters they had hunted for weeks on end but for the aggressors of the forest, the enemies of nature. The nearby lumbering camp was the initial target, laborers felled like trees and tore into like soldier rations and left nothing but scraps for the scavengers. Known as the Queqon Massacre, this mass killing sparked the making of many more spawn of the same cursed blood and immediately drew the attention of the Yamamoto government. Years passed, stretching into the return of Qi Jiguang from slaying Zuìhòu in Huangdi of Axios, and upon his return a host of Yultharan warriors were hired to help form an inquisition against the growing packs of half-beasts for any attempt to expand the nation deeper into the Emerald Isles was met with brutal murders by woodsmen hiding in the forests or those tucked away the Easterner population. These hunters slew many, both of the beast blood and not, but the four old hunters, Alphas of their cursed blood, were more than mere dogs. They knew their territory was shrinking and that their reign would be short lived for those lands were too small for their packs. Thus, one by one, they boarded ships from the bustling harbor of Yamamoto and sailed to far away lands. One took a berth on a pirate vessel which, after a long battle with a battalion guarding the coasts of Luhji Han, wrecked upon the shores of a massive, sprawling jungle. One took a berth on a fishing vessel which, after sailing to a nearby mountainous continent, slipped off into the land’s frigid tundra. One took a berth on a merchant vessel which, after being ousted by crewmembers as a beast, was stranded upon a thickly forested island. And lastly, one took a berth on a naval frigate which, after the ship was sieged by orc pirates, broke from orcish slavery and dwelt in a rolling desert. With the Alphas spread and the blood of Thistle coursing through the world like venom through veins more of their blood curse was shared to protect what the old hunters ravaged, nature; the jungle, the tundra, the forest, and the desert each fell beneath the vigilant watch of these werehounds, damned to protect the wild as ferocious and feral guardians.

Years passed, the alphas lived within their desired locations, hunting when they must, and spreading the curse to those they believe would strengthen their own packs. However, due to the alphas and their wish for a cure, they ventured into dark alchemy. Asking some of the most skilled alchemists to try their hand at it, however all seemed lost, each time they found a breakthrough, the blood curse would change, and the data the alchemists collected would become useless to them. Years of attempts to find a cure resulted in the ferals losing even more of what they cherished, their humanity. The beasts became even more volatile in their feral form, and thirsted not only for animals, but also descendants.

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Mechanics

Feral are descendants cursed to protect wildlife and the natural balance in the form of lycanthropes through wilderblood. A feral’s lupine form is typically large, their transformed sized based off their descendants forms; for example, a 6’2ft person would find their feral form standing roughly around 7ft-7’2ft. These creatures have enhanced senses, such as smell, sight, and hearing, and are quite agile and strong. Many ferals become antisocial in nature as they mature due to easy irritability lended from day to day functions of group and city life, often preferring the company of other ferals -- seen as sensible and less annoying individuals -- otherwise they generally consider the average person they meet to be a deep annoyance and generally bothersome, sometimes inciting their irrational and animalistic rage. When transformed ferals are capable of communicating complicated speech through head motions, posture, growls, howls, and other physical indicators to ferals of their same pack -- each pack having naturally separate dialects.

 

Although the curse’s tools are volatile it does not go without its banes for instance ferals are more susceptible to silver which when it makes contact with their skin it stings and begins to burn. Other things such as high pitch noises daze ferals if loud enough, fire may temporarily blind ferals if brought too close to their eyes as with bright flashes. While a feral’s muscular body is steeped in strength they have a specific physical weakness; slashing to open gashes may be mended through gorging or shrugged off and a feral’s bones are robust and may be dislocated with blows but are unlikely to break without immense force but their organs are toxic, vulnerable structures which, if pierced, may spill forth virulent fluid and poison the feral until they die not long after. The most vulnerable of their organs is the heart for its rapid beats are crucial to course the cursed blood throughout body of a feral lest it rupture and they perish in mere minutes. A druid's communion can be used to persuade the feral into calming down or doing as the druid wishes however cannot force them. Ferals are also unable to wield weapons and magic while within their lycan form, instead they utilize their natural weapons: their claws and teeth. However a feral’s form is not infallible for should a feral practice any magic which would corrupt their body and weaken them their feral form also becomes stunted and crippled by the same magic; casters possess more frail and sluggish feral forms whereas those without are strong and dextrous.

 

After a transformation a feral will find themselves utterly exhausted, newer ferals normally passing out, while older ferals will need time to rest and regain their strength. Ferals have a hazy memory of what occurred whilst they were transformed and often cannot remember specific details such as who they were around or why they did as they did but may remember very broad summaries such as “I ran through the woods and fed on a deer,” forgetting that they transformed in front of a loved one or that they broke through a doorway as they fled into the forest.

Spoiler

Strengths (Feral Form):
-Enhanced Sight
-Enhanced Smell
-Enhanced Hearing

-Enhanced Speed
-Enhanced Strength (Stronger than an orc, weaker than an olog)
-Communication, Ferals can communicate like wolves.
-Gorging (Healing small wounds/scabbing over larger wounds)

 

Weaknesses (Feral Form):
-Silver
-Fire
-Loud/High Pitch Noises
-Bright Sudden Flashes
-Transformations (Leaves them defenseless for 3 emotes)

-Piercing damage
-Exhaustion (1 Transformation a day, afterwards the feral is extremely fatigued)
-Holy Magic (Ascended,Cleric,Paladin)
-Communion and Control
-Feeding (Must feed every 2 weeks, or will die on 3rd week)
-Inability to wield weapons
-Inability to wield magic
-Poor problem solving

-Death In Feral Form (Takes 12 hours to regenerate, then five IRL days to regain the ability to transform)
 

Weaknesses (Descendant Form):
-Forced Transformations (A feral may find themselves transforming unwillingly when around blood, or when their anger gets the better of them. This is explained further in the triggers section)
-Anger/Temper  issues
-Poor Eyesight (While within their descendant form, they often have bouts of farsightedness, close sightedness, loss of depth perception, hazy/blurry vision)

-Poor Smell (While within their descendant form, their sense of scent is as if they have a stuffed up nose.)
-Poor Hearing (Often can be hard of hearing in one or both ears.)
-Silver (Although it doesn’t burn them in this form, it does appear bright to them. However not blindingly bright)
-After a transformation you are exhausted and have a hazy memory.

 

Phases

Ferals have three known phases, ‘The New Moon feral,’ ‘The Crescent Moon feral,’ and ‘The Full Moon feral’.  The first phase is for those freshly turned and newly infected by wilderblood who; New Moon ferals struggle with controlling their transformations and are prone to unwilling ones. Triggers such as the scent or sight of blood are almost impossible to be near without transforming. New Moon ferals will also find they are prone to bouts of uncontrollable anger. During this phase Ascended, clerical, and Xannic magic can purge the cursed wilderblood from the feral’s bloodstream however attempts on a more matured feral -- Cresent and Full Moon -- would be ineffective for once the body has accepted the curse it cannot ever be removed. The New Moon phase lasts for two years (2 Irl Weeks).

The Crescent Moon ferals are considered the average feral. They have a moderate to excellent control over their transformations and anger depending on their discipline and maturity; after four additional years (an IRL month) they are commonly adept at controlling transformations and their rage without major incidents. Large amounts of blood, enough cause death via blood loss in the average descendant, can cause a Crescent Moon feral to transform, though they normally have enough control to exit the region before such happens. Crescent Moon ferals are stronger and more agile than the New Moon ferals. Most ferals do not advance further.

Full Moon Ferals aren’t any stronger than the Crescent Moon ferals, however they are able to spread their curse and infect others with the affliction through their potent wilderblood. They are the Alphas of the ferals; only four Full Moon ferals can exist at one time after the four hunters of the Queqon Hinterlands. Packs struggle to have more than one Alpha as they rarely get along perfectly or agree all the time because they vye for the same title in the place of the curse; while they can co-exist it is often not for prolonged amounts of time or frequently lest their inherent irritability towards one another trigger a fight. The ‘spirit’ of an Alpha can be passed along to other ferals and will not drift into the ethereal, the process allowing for the ex-Alpha -- then a Crescent Moon feral -- to remain living whilst the mantle is passed on. If a Full Moon feral dies without passing on their Alpha spirit then the spirit will seek out a Crescent Moon feral from the same pack and place it into their being, effectively making them a Full Moon feral. Full Moon ferals also have different eyes than the other ferals, they have a blue iris where the others have the gold iris, notably the eyes of a feral look normal until they are seen within the dark, then they seem to have a strange glowing aspect to them. There may only be 4 full moon alphas at one time.


Challenging
The challenging of an alpha requires certain things to first be done before they may challenge anyone. Firstly they must be a Crescent Moon Feral, additionally they must gain the support of two other ferals, then once they’ve got such they may meet with the alpha they wish to challenge and agree upon terms of the fight, if any. The fight may be fought either in the descendant form though it would be hand to hand, or in the feral form. The only time an Alpha may decline a challenge, is if the feral challenging them was to harm a pack member  in the times before the fight.

 

Feeding

A Feral must feed every two years (2 IRL weeks) lest they starve or, a year after that, perish. Consuming an average Descendants worth of fresh, raw, and bloody meat once every two years keeps the feral fed. If a feral hasn't fed they’ll become starved; a starved feral is more prone to unwilling transformations, body aches, poor healing, their enhanced senses will being to fail them, and finally if a feral hasn’t fed within three years (3 IRL weeks) they’ll perish. A feral may feed upon both animal and descendant flesh to sustain them however the meat must be fresh, eaten within one hour of the creature’s death.

 

When not starved, ferals may gorge upon fresh meat and embrace their predatory nature and fill their stomachs with additional bloody flesh which they very swiftly digest and, through the processing of their lupine form, replenish their bodies with cursed wilderblood coursing from their heart. This mends shallow wounds or, should they be grave, helps scab injuries and stop bleeding but is unable to perfectly heal anything otherwise lethal to a mortal. The loss of limbs or mortal-lethal wounds cannot be dealt with by gorging and instead must be mended by alternative healing; druidism or alchemical crafts may do so. Internal organs cannot be healed through gorging.

Although a feral may feed upon both animals and descendants, there is a bloodlust within the creature, one that seemingly can only be satisfied by the spilt blood of the descendants. Due to this there are a few downsides to only feasting upon the flesh of animals. For instance a feral feeding upon animals will find themselves more agitated, and will often experience vivid nightmares where they unwillingly attack loved ones. Along with these, the animal feasting feral may find their resolve around blood especially visible descendant blood would be weaker, though it also depends on how long its been since they fed.

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Triggers
Ferals are naturally volatile creatures, they are short tempered beasts and quick to anger. Certain things enrage ferals even more: anything that may cause them high emotions of fury, hate, anxiety, or sadness, enough blood to be lethal to a mortal, acute or prolonged pain although this varies with pain tolerance. Ferals make poor doctors or soldiers due to the presence of blood or pain and often transform in those circumstances.

 

Incredibly intense pain/emotional agony such as the loss of a limb or a loved one.
A cup of blood may also cause the creature to transform unwillingly if they do not leave the area shortly after exposed to such.


Spreading The Curse
Ferals afflict others with their cursed blood by having mortals become infected by it either through swallowing a mouthful of wilderblood or by drenching a wound in wilderblood willingly or otherwise. Only Full Moon ferals, those possessed by Alpha spirits and have embraced their damnation, have potent enough wilderblood to create others and attempts by lesser ferals will result in extreme illness in the mortal lest they die. This can be applied through two methods by the Alpha: they possess the ability to gnash their teeth and unhinge their jaws slightly, biting into their own gums to soak their maw in blood which then, when the feral bites a mortal, infects the wound and should the mortal not die from the injury they will turn. Conversely, a feral may spill its blood over the wounds of an injured mortal or pour their blood into the mouth of one. Due to both gorging’s mending and the natural size and nature of ferals they have immense wells of blood and bleed wildly when harmed thus battling one involves a contraction risk factor.

After one has been infected by the wilderblood of a feral, they will begin to notice small changes upon their bodies, such as their nails growing into something more claw-like, they’ll grow increasingly hairy throughout the course of a year (1 IRL Week). Towards the end of this year, their bones will begin to reform by breaking and shifting, this is the most painful part of the weeklong transformation, and will likely render the infected unconscious due to the pain. Finally the infected will be able to finish the transformation and become a feral.


Regenerating
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After a feral has been slain within their ferals form, they will find it takes longer to return. It takes a feral twelve hours to return, during this time their body is regenerating within their packs den. However all is not finished, as after they return they will find it takes them five days before they are able to transform again.


Wolfsbane Potion
Although the alchemists failed to make a cure for the ferals, they did succeed in finding a way to allow ferals to suppress it. Through a mixture of certain herbs and the blood of the one who wishes to use it, they can create this potion. It must be injected into the bloodstream once a week in order for the effects to last. The ingredients of the suppressant potion are Blissfoil, Wisp Breath, 1 Cup drinkers blood, and 1 Wolfsbane plant. Mixing these together and bringing them to a boil, will allow for it to work. However the if one uses the potion to often, they’ll find that the effect begin to lessen until they cease to work at all (Requires LT approval)(Must be Rply Made)
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References:

Ferals

Feral Amendment
Mani

Yulthar

Credits:
Zarsies- Writing/Ideas/Editor
Starfelt- Writing/Ideas
Corvoo- Ideas/Feedback
Dunstan- Ideas/Feedback
Frott- Ideas/Feedback
Feral Community- Ideas/Feedback

Lackless-Being here.

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Why don't we call ferals werewolves and strigae vampires

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Curious question, what stops a pack of Fearls from holding down a person who doesn't want to be cursed, getting an Alpha to then transmit the Fearlism? 

 

(Btw nice rewrite)

Edited by firegirl7894523
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I remember when Vampires and Werewolves were the thing that I thought was never gonna happen...how times have changed.

 

Overall its an interesting read, I don't necessarily like the idea, but to each their own.

 

My one major concern is the fact that a Feral's organs are toxic now? So when they transform their organs and I would guess blood and skin (since that's an organ) would also be toxic...and it poisons them if they take damage? I get that its a curse but if the curse is to protect wildlife, wouldn't they have a body that is more sustaining towards that purpose? I feel like an entirely unnecessary "weakness" as most things will indeed bleed out and die when stabbed in vital organs such as the heart. The idea that their own body will just sucker punch them upon normal vital damage seems a bit...extra? Why not just say while they can regenerate major flesh wounds over time, strikes to vital organs are as deadly to them as to mortals. As for their cursed blood being toxic, I'd say that can be kept and while it wouldn't be toxic to them normally...perhaps would be hunters of Ferals could mix make an enhanced Wolfsbane Potion with Feral Blood or it would have other uses in poisons or regeneration potions in alchemy?

 

Hell, the Greater Strigae could just kidnap some ferals and start a real swanky bloodfarm and start a new alchemical enterprise. Excuse me while I patent that idea for my D&D games..

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It's actually not terrible, I enjoyed reading the first entry that didn't really have anything to do with the lore but it goes in the direction I believe is more fitting for them.

 

Let's just hope if this is passed that the players can adapt to it, as I've said time and time again. The concept of ferals aren't terrible, it's the players.

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2 hours ago, Man of Respect said:

Why don't we call ferals werewolves and strigae vampires

It's kinda like saying you're into traps instead of gay

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We have werewolves already

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Pretty damn good rewrite actually, I'm impressed. I wasn't sure how you guys were going to fix Ferals but I'd say this rewrite addresses all the issues from before. I just hope that the players roleplay it well now. I only have one minor issue, why include the Wolfs Bane potion? Feralism is supposed to be a curse, which means the bad with the good. I feel like the potion is just a really convenient dues ex machina to getting out of situations where feralism would actually be really interesting. That's my major gripe with it, there is no reason to have that potion except for people that want a get out of jail free card of having to deal with their curse.

 

Overall, +1.

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mmm

 

Furries...

 

 

;3333333

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I thought it was decently well written and it seems to address a lot of the concerns I at least had with it and I know you put a large amount of time and effort into it.  Here are the things that stuck out to me while reading this and my concerns:

 

6 hours ago, Starfelt said:

Challenging
The challenging of an alpha requires certain things to first be done before they may challenge anyone. Firstly they must be a Crescent Moon Feral, additionally they must gain the support of two other ferals, then once they’ve got such they may meet with the alpha they wish to challenge and agree upon terms of the fight, if any. The fight may be fought either in the descendant form though it would be hand to hand, or in the feral form. The only time an Alpha may decline a challenge, is if the feral challenging them was to harm a pack member  in the times before the fight.

 

I feel as if there should be some sort of risk involved.  I think I've mentioned before a PK system would be nice, or perhaps a delayed death (i.e. 3-5 days to reform) with likely banishment from the pack.

 

I do not understand the purpose of Alpha's being able to decline a challenge for "harming another pack member" when they require two pack member's support.  I'd suggest that an Alpha may only be able to decline a challenge if they have previously defeated them in combat.

 

6 hours ago, Starfelt said:

A druid's communion can be used to persuade the feral into calming down or doing as the druid wishes however cannot force them.

 

I imagine this would only serve to help reinforce that druids would be the "better" ferals since they could lull their pack mates back to a sense of sleep.  Just above it is also states as it can persuade, which leaves it open to the feral themselves whether they would or not.  While it seems great for non-feral druids since they are not forced, it seems like it "buffs" druid/feral interactions in the cliques where druidic ferals are a thing.

 

6 hours ago, Starfelt said:

-Poor Smell (While within their descendant form, their sense of scent is as if they have a stuffed up nose.)

 

This seems counterintuitive to blood being a trigger. Is there smell just normally dampened to all things but blood?

 

6 hours ago, Starfelt said:

Triggers
Ferals are naturally volatile creatures, they are short tempered beasts and quick to anger. Certain things enrage ferals even more: anything that may cause them high emotions of fury, hate, anxiety, or sadness, enough blood to be lethal to a mortal, acute or prolonged pain although this varies with pain tolerance. Ferals make poor doctors or soldiers due to the presence of blood or pain and often transform in those circumstances.

 

Incredibly intense pain/emotional agony such as the loss of a limb or a loved one.
A cup of blood may also cause the creature to transform unwillingly if they do not leave the area shortly after exposed to such.

 

 

Are these to be enforced?  The former half of it seems to be suggestions whereas the cup of blood is not specific on how much time can pass.  If possible, I'd suggest to hard define these so it isn't ambiguous.  3-4 emotes around blood, perhaps could cause it.  Maybe for the pain have it be sudden unexpected pain or bodily trauma.

 

6 hours ago, Starfelt said:

Wolfsbane Potion
Although the alchemists failed to make a cure for the ferals, they did succeed in finding a way to allow ferals to suppress it. Through a mixture of certain herbs and the blood of the one who wishes to use it, they can create this potion. It must be injected into the bloodstream once a week in order for the effects to last. The ingredients of the suppressant potion are Blissfoil, Wisp Breath, 1 Cup drinkers blood, and 1 Wolfsbane plant. Mixing these together and bringing them to a boil, will allow for it to work. However the if one uses the potion to often, they’ll find that the effect begin to lessen until they cease to work at all (Requires LT approval)(Must be Rply Made)

 

Is there a weakness to this potion besides repeated use dilutes the effects?  This feels like it might become draught 2.0.  Is the suppression potion going to be known by all immediately or will it be closely under lock and key pending IC knowledge?

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I like this.

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Yikes, talk about endless fluff at the beginning. Maybe put that into a spoiler so it's easier to skim over the stuff that matters?
 

1 hour ago, Dardonas said:

I imagine this would only serve to help reinforce that druids would be the "better" ferals since they could lull their pack mates back to a sense of sleep.  Just above it is also states as it can persuade, which leaves it open to the feral themselves whether they would or not.  While it seems great for non-feral druids since they are not forced, it seems like it "buffs" druid/feral interactions in the cliques where druidic ferals are a thing.

I haven't read the whole lore yet, but it seems druid ferals have been entirely removed to begin with. It says in there that ferals cannot learn magic.

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1 hour ago, Gladuos said:

Yikes, talk about endless fluff at the beginning. Maybe put that into a spoiler so it's easier to skim over the stuff that matters?
 

I haven't read the whole lore yet, but it seems druid ferals have been entirely removed to begin with. It says in there that ferals cannot learn magic.

 

They cannot use magic while in their lycan form.

 

8 hours ago, Starfelt said:

A druid's communion can be used to persuade the feral into calming down or doing as the druid wishes however cannot force them. Ferals are also unable to wield weapons and magic while within their lycan form, instead they utilize their natural weapons: their claws and teeth. However a feral’s form is not infallible for should a feral practice any magic which would corrupt their body and weaken them their feral form also becomes stunted and crippled by the same magic; casters possess more frail and sluggish feral forms whereas those without are strong and dextrous.

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