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[Guide] The Accursed Werbeasts


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The Werbeast - A Comprehensive Guide

Note that this information must be obtained through roleplay and that metagaming is a bannable offense. The existence of Werbeasts other than in legend and silly tale is not known to any.  


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“Where will I be, when the Heavens open, where will I be when God takes his due, where will I be, a man that cannot die?” 


 

ETYMOLOGY

 

The sorrowulf name so given to those so accursed, and yet so blessed with a higher divine spark, able to shift and cradle their very flesh and twist their humanity into something ever so perverse and yet primordial is up to debate amongst many. 

 

It should be noted that the term ‘Werbeast’ is one of the classification used by these folk to themselves. Hence, players (unless taught otherwise by those with the knowledge) are not privy to the information of what names the Werbeasts have come to call themselves, or even their existence as a whole apart from fanciful tales and folklore of men being able to change their skins or otherwise cursed, leading most likely to the conclusion that these creatures are nothing short of legends and boogeymen. 


 

DIET

 

Spoiler

A Werbeast is a continually starving creature; no matter how much one eats and devours, temptation always remains. Self control and fasting is only accessible only to those ancients and sages amongst their fetid ranks, and yet even those most elderly will oftentimes break, going on rampages to satiate a hunger that can only ever so be temporarily soothed, yet never completely. 

 

Flesh other than those of descendants and Soul-bearing entities such as Kha and Houzi is often of little recompense to the beast-men, who, might very well steal a sheep from a farmstead will find little satiation from it. Even coming to rue the blood that so soils them as they revert back to their original form, a blood as worthless as their meaningless lives. 

 

Truth be told, the revered flesh of descendants is said to only be required one per few years (1 IRL month) so that they may remain stable. Such is dictated in their ***** Golden Rule. If one were to abstain from such things, they would no doubt find themselves pained by cramps in their stomachs, sleep harder to achieve, and bestial ideas rising in their minds. Abstinence would cause their grief, mental and psychological trauma to greaten, likely falling in the sweet, cruel melody of depression. Their bodies in human form would thin, weaken, eyes hollow and sunken deep as five years (5 IRL weeks) pass by. 

 

Some may come to prefer certain meats over others. Some may, for example, come to revel the flesh of elves or so called degenerates, claiming a ‘Sutican’ taste to their meal. Others might prefer younger folk, boys and girls with their throats rent open. 

 

The ensemble of eating habits may differ from one individual, or even from every distinct group as they attempt to settle rules and ceremonies in a bleak attempt to cope with their current sorrowful situation. I would call this ensemble of traditions Faith, Family and the Feast. Because by all means, the act of devouring a fallen prey comes to be sacred, and a social event amongst these forbidden beasts. 

 

 

THE BODY

 

Age

Spoiler

The body of one of these ***** creatures is as mysterious as it is intricate. Possessing strange, occultic as much as so called ‘divine’ origins steeped in unruly machinations of yore, the body is claimed to be the result of black engineering and the Old Science. Because of this, the body of an accursed will live on for much longer than any other living organism. This said, a human being might be able to achieve 200 years of age, and yet appear as if they were the age in which they had succumbed to their transformation. There is a catch however, for while the body does not seemingly age physically, it seems to gather dust nonetheless. At 200 years of age, one man turned around the age of 19 might still have some of those features marking him for that age. The skin however, would find itself to be greying, and thin, as if stretched on the bones, the lips cracking and thinning… The voice achieving strange intonations, as if the metabolism was attempting to undo time itself. The body will gradually begin to thin, more and more, hair thinning and falling out even though it still grew. It is understood that after multiple centuries, the body might not even seem alive, and more akin to some thinly, shambling skeleton which would match such a horrific sight upon transformation. While the human form might deteriorate with time, the body of a Werbeast upon unleashing its twisted, impossible form will always maintain its same exact strength. The lifespan of a Werbeast is unknown, yet it could be understood that after a millennia or even two,  perhaps even three, the creature might not be able to properly move, or even remain a living amalgamation of bones and dust seeking constant regeneration through the devouring of flesh and otherwordly rituals. 

Werbeasts are alienated from deaths related to aging.

 

 

Regeneration

Spoiler

Werbeasts possess a passive regeneration to their bodies, tissue, organs, bones, and even missing limbs being replaced over long periods of time. All of this can only occur outside of the course of combat, and all wounds will heal over the course of 5 to 6 emotes, unless the wound was made using Paladin’s magic, or with gold weapons. Small wounds - like cuts, bruises, and mid-length wounds, would heal over 5 emotes, and much more serious ones over 6 emotes. Wounds inflicted via gold weapons or Paladin’s magic will take 10 to 12 emotes to heal. Wounds inflicted as a Varg will heal much more cleanly within the 5-6 (or 10-12) emote time than inflicted in human form, and the patchwork scabbing present in partially healed wounds is not present in wounds that are healed from Varg form. Healing of these wounds over this emote time doesn’t completely restore health, however, and is comparative to patchwork scabbing. It is still painful and uncomfortable, and if a Werbeast were to attempt suicide, it would seem almost a cruel joke to see the body regenerate itself. Vargs are still subject to pain - although they’re very likely to grow more resistant to it over many centuries. Missing limbs may take up to an IRL week to grow back and heal completely, and during this time, the Werbeast is subject to intense pain, the body forcefully regrowing itself through the essence and power gained through the flesh of those they’ve eaten. 


 

 

Strength 

Spoiler

Werbeasts possess superior strength to any descendant in their Varg form, possessing not only leathery hide and reinforced bone to provide resistance to wound and blow, but also hidden muscle that seems to grow from seemingly nowhere when the Vargyr transforms into that form, providing them not only brawn, but speed to match. A fully transformed Varg, as a result, is equal to an Uruk in strength. However, this comes at the cost of their strength in human form, being that they have the strength of a middle aged man if they feed frequently. A fully transformed Varg can leap twice, before they tire for two emotes, regaining the strength to leap after these two emotes of tiredness. They can leap 8 blocks each emote, and when they are in their tired state for 2 emotes, they can only half-pace, meaning they’re only able to move 2 blocks an emote. A varg can’t leap upward more than 2 blocks, and they can’t use this ability to enter or escape anywhere that they can’t MCly. After transformation, the Vargr would stand exactly 2 feet taller than their inherent, mortal form.

 

As well as this, Vargs bear inherent resistance to the cold in their complete transformation, and this is restricted to the mundane cold - meaning any magical or alchemical cold will still affect them just as much as any other in their bestial form. They have no extra cold resistance in their human form, though. As well as this, even though they’re resistant to cold and temperature, they are still just as susceptible to frostbite as anyone else, unless they were to keep their skin under wraps of cloth or fur or torn clothing of sorts to resist it.

 


 

 

Metabolism 

Spoiler

The bones of a Werbeast are much stronger than those of a regular man, enhancing his resistance. Blunt force however, might still be able to overcome them. This does not empower them however. For a Werbeast might very well be brought down by a knight, or an armored and armed man. Rather, it should be his speed, and the momentum given to his blows with his quick swipes and jaw that will overcome a man. This is not so much the case in their human forms. As described above, when one’s diet is incomplete, they weaken, and overcome with great stress and fatigue, rather than their relentless beast-form. Along with this, is the strangely weak immune system to which those Werbeasts so own, while they seem resistant to the usual illnesses, they themselves seem to develop a number of personal diseases. One should often be found coughing, complaining of a cold, or even headaches. Spitting blood, chills, these are all commonplace. This does not mean that a Werbeast is utterly incapable in human form, rather, they might very well be able to defend themselves, and with more efficacy than others should they have the wit. 


 

Werbeasts are known to grow excess hair, and will require daily shaving to remain probably presentable. Their forms are often irritated, uncomfortable; remember, for men that have shed their humanity for greater purposes can find no peace without madness. No bravery without malice. And no joy. There should be little entertainment, their lives are drab and grey. 

((Werbeasts should not be prone to the daily tavern-roleplay or detestable squandor known to lesser roleplay. Players with an accepted CA should be ready to prioritize storytelling over their simple characters, as a matter of fact, their characters should come last in the terms of priorities when roleplaying.))

 

THE OCCULT 

 

Transformation

 

Mindset and tells: 

Spoiler

It is believed by these accursed individuals that one must access what is known as The Other, the true shape of Man, sin made into flesh… Joining flesh and soul into solid form. That is what it is to turn one’s shape into that of a monster, abandoning one’s self to sacrifices and the taste of marrow in the wanton efforts of pleasing higher, heavenly powers that may not even be listening. 

 

Transformation is an act of penance as it is a ritual; a demonstration; a sacrifice of one’s self. As anger and rage build up into the frame, the very spirit of an accursed man, he might release it all when he turns into the form of a werwulf. This profane act is extremely painful during the transformation and after reverting into human form, where all the pain that was inflicted during the transformed form is released into the human form. This is not to say that a werbeast feels no pain. After having gained human form, one is weak, bleeding, weeping blood even in some cases. Transformation requires concentration, and once two emotes pass on a regular transformation, it cannot be halted any further. Something alike being pushed to the ground, or the bite of steel will deconcentrate any earlier attempts and cease such attempts. Transformation requires a tell, such as weeping blood, trembling, shaking, spasms of pain, great forlorn chants or queerer even, a wretched sigil displaying itself on their forehead the color of cruel, worn gold; the face of a screaming sun, it’s rays outstretched, pained limbs. Tells are merely aesthetic. 

 

 

Berserkir 

Spoiler

Depending on the type of transformation, a werbeast upon transforming has a chance of going berzerkir. A roll on 20 must be performed after transformation, if one rolls a 3 or lower, they go berzerkir, where for five emotes they are struck by great pain, likely pain smited unto the ground or feeling as if they had been set aflame. After these five emotes, the werbeast goes berserk for a total of five more emotes, going to kill all that does not share its blood. If it were hiding in a house while this happens, they would be sure to shatter the door open or jump out of a window with the intent on finding prey, if they were sulking in a cave they would be sure to charge out blindly for flesh, all pain forgotten during these five emotes. After this, the werbeast is prone to cowardice, likely finding itself so wicked for it’s behaviour. The flesh fights back. 

 


 

Example of regular transformation: [4 emotes] 

Spoiler

The figure winced, cradling, hugging itself queerly with pale, trembling arms, eyes cast downwards. The woodsman turned silent and still as stone, but for the blood that leaked from the corner of his mouth, sliding into the crook of a weak chin, snaking across his feverish, clampy skin.

 

His self soon began to shudder, shaking, shivering, as if tossed left and right by strange winds, eyes wide, veins swollen. The whites of his eyes began to dissipate, changed rather into amber, into black, into dim yellows of cruel gold. His back went bent, and a moan of pain, pitiful as the soft rain that fell escaping from trembling lips. 

 

And there it was; it was as if he burst, arms soon became outstretched with the eerie sound of tissue and bone breaking and remodelling, face shattered by unseen hands, twisting and drawn forth into some unseemly beginnings of a beastly complexion, what clothing that had not been cast out became torn and jagged, boots destroyed by extended feet that belonged to no known creature, ended by long claws, the same for his hands who were adorned by shaking nails of the thing, huddled and crouch as man fled the body of the beast. 

 

Beast stood, beast stilled, blood now running freely from a maw that slowly widened open, eyes quivering from pain it dare not testify, drenched in shaggy black hair, ears turned into pointed ends, glistening eyes staring far out into the darkness, ripples of blood marking it there where it had turned, the blood already drying so as to cover it in foul stench. The abomination stumbled sideways, leering, laughing, it could not speak, but the word it attempted to create with it’s shifting tongue only ravens and trees could comprehend; God. 

 

 

Likewise, it takes a total of four emotes to return to human form. 

Unless stated otherwise in lore, four emotes are necessary for transformation, tells included. 

 

Half transformation 

Spoiler

Werbeasts may also achieve a sort of “half transformation” where it only takes two emotes to complete. This is indeed a botched thing, as it leaves the creature weak, gaunt and thin, weak as a disheveled man and still incapable of handling any sort of weaponry, the only benefit being the agility and speed that it grants. While being in a half transformed state, the creature is in utter and constant pain. To transform into full form from there will be even more forceful, likely incapacitating one’s self when they turn back into human form. Returning to human form from a half-form takes a total of three emotes. One cannot turn berzerkir from a half form, but may if transforming into full form from there. Take note that a half transformation is useful only in terms of fleeing, as combat in it would be possible, but never ideal. 

 

There exists a number of rituals available to the werebeast so as to make their transformation easier, and lower the chances of going berzerkir. All of these forms must be taught, with all movements and ways explained. Simply watching one do so is not enough.

 

Mimicry

Spoiler

Vargs are able to, using their muscle memory, imperfectly mimic the voices of anyone they’ve eaten the vocal cords of. This isn’t restricted to combat, but can be used outside of it, also, and they can only use the ability to mimic whilst in their half-transformed or completely transformed forms, and not in their human forms. However, 2 OOC weeks after they’ve eaten the vocal cords of the person, they lose the ability to mimic that specific voice. Whilst mimicking, the Varg can only use short phrases, or cry for help, for example; anything long or conversational is impossible, as anyone who knows the person would be able to easily see through the mimicry. Within combat encounters, however, this mimicry can only be attempted once. 

 

Example:

 

Emote 1: The Vargyr reached its clawed hand out to immediately clutch of the deceased woman’s throat, clawing out her vocal cords - immediately raising the cords above their maw, to devour them whole. [Emote 1 does not have to be done if eating the vocal cords is done in a separate roleplay encounter / combat encounter]

 

Emote 2: The werbeast began to shift and shudder with a furious cacophony, it’s throat shifting and warping in a grotesque fashion in preparation for an unholy event. It began to speak, it’s tongue shifting and morphing as it mimicked the voice of the deceased woman that it had devoured the cords of. “I’m over here! I can’t see anything.. John, come with haste!” The voice was .. simply perfect; indistinguishable from that of the lady, as though she’d been returned to life through the penance of devouring.

 

 

Emote 3: John having made his arrival with haste, the Werbeast spoke once more. “John! Unlock the door, will you?” As John heard her voice, this time, a chill went down his spine; his blood reaching temperatures of depths unmatched; and yet, it was still her voice. Was it? It must have been; surely, it wasn’t someone else? A pretender?

 

 

Emote 4: The door having been opened, the demiurge was made manifest in its towering presence before that of the victim, John; and yet, it spoke even further in the voice of his bride. Even if the beast had not been seen, the voice would still sound the same. “Welcome, John ..”  It was truly wrong; sounding as though the voice had been strangled and torn apart, revealing the true nature of the beast beneath; an intruder, an imposter - an imitation that was revealed all too late. And, with that, the thing struck.

 

 

Doetistic liturgy

Spoiler

The Doetistic liturgy allows a varg to extend their consciousness to each other, including those sigiled in a manner of “circling”. The matter of falling into the Liturgy takes (3) emotes, while extending one’s consciousness for either vargs or sigilled to join takes 2 emotes, allowing those in close proximity (3x3) to join with a respective (3) emotes by which they fall into a trance-like state. Note that the presence of a mirror within a 5x5 radius allows for minor aesthetic effects along its surface, vargs are also susceptible to fall in trance gazing into such a mirror. Note that various aesthetic effects may accompany the Liturgy, such as light pooling from the mouth and eyes, floating ash, dangling blood, and sources of fire burning blue. 

Note that the Liturgy cannot be forcefully extended - when the (2) emotes are done to extend the varg’s consciousness, those susceptible to it feel a prickling sensation, only driving the attention of the individual towards the vargyr. 

Note that the Liturgy may be performed by Vargyr in either beastform or mundane-form. 

Note that the visions received by the Liturgy are usually anticipated to be highly disturbing - though this is not always the case. 


 

 

 

Weaknesses

 

There exist a number of weaknesses to the Werbeast, many tapping into unknown or strange origins. 

Spoiler

Fire. 

Fire in large quantities, such as a large pyre (3x3 blocks) effects Werbeasts when in direct line of sight, when there is no hard obstruction, such as a wall. The effects carry over to twelve blocks in distance. They fill the Werbeast with a feeling of fear whether human or not, and flames are able to catch unto the pelt of the werebeast with ease. A werbeast set aflame will no doubt not only suffer the burns but be left severely weakened and perhaps even easier to dispatch. 

 

Gold, silver, and deific sorceries.

Gold and silver have a strange effect on werbeasts, giving them a great urge to scratch the portion of the body which was touched, followed by a sensation of great cold. However, gold and silver have no more physical effect than normal steel when striking them. Werbeasts struck with such however, would feel extreme, intense pain. 

 

Those false believers also known as the ‘cuckholds of deities’ such as clerics and paladins would find their wicked spells to take effect on the werbeasts. Healing spells have no effect on them, and only make them feel cold. As a matter of fact, their spells would not burn them, but grow frostbite over their frames. This may alter depending on the spell, and an agreement should be made with the deific mage to satisfy both parties. 

 

Armour.

Transforming in armour takes 2 emotes longer for transformation, and makes it nearly impossible for the werbeast to be properly mobile. It is genuinely a horrible idea. 

 

Magic. 

Werbeasts may not practice any form of magic or feat. Their very flesh has locked up their soul, besides, they have prayers to God to contend themselves with. 

 

Physical weaknesses.

A werbeast is oftentimes tired, or even crazed. The sensation of peace is never to be found, and many complain of being watched, even when alone. While their bodies constantly mend, they find themselves sick and prone to diseases. While little affecting them due to their metabolysm, it makes their lives a nightmare, a curse. More often than not they are depressed, and have a great difficulty at feeling most emotions properly, hormones and bodily fluids are more imbalanced than ever. They are also somewhat ‘weaker’ in human form, restricting them to the strength of a typical man, though never really surpassing it.

 

The Full Moon

Under the light of the full moon, the werbeasts in human form are known to suffer from a number of cramps and high levels of discomfort, appearing hairy and twisted. Because of this, many seek refuge for such times. 

Considering there is no proper calendar for lunar events, it is up to the werbeasts to decide the times of full moons. 

 

 

 

THE SIGIL OF THE WRETCH

Spoiler

The application of a Sigil is no doubt one of the most frightening acts that the Werbeasts may accomplish. This ability must be learned from one who has already learned it. It may not be applied on other Werbeasts. 

 

Those so blessed with the sigil have a life-span two times greater. However, they are constantly ill with an assortment of symptoms of typical diseases; symptoms like anaemia, easily bleeding noses or ears, or perhaps even weeping blood from the eyes, alongside the typical symptoms associated with the common cold - rough coughing and sneezing, sniffling of the nose, runny nose. These “illnesses” are not transmittable to other people; however, the Sigil bears a far greater boon - that being the Three Made Manifest. The three diseases’ symptoms aren’t experienced by the Sigilled, but they are able to infect any with these diseases.

 

The werbeasts are able to grant a small amount of comfort to the constant pain and sickness that comes about a man wearing the sigil. This can be done through the very will, alongside physical touch from the werbeasts, or through more complicated ways such as prayers or assisted meditation. It is also common knowledge that the Sigil demands pious or even zealous acts to satisfy it. 

 

Despite this intervention, pain will always remain. The individual suffers similar weaknesses to the werbeast, with the addition of hearing voices. These voices are often overwhelming, like that of a mad choir, it’s voice swelling up and down. 

They do not suffer from the eternal hunger of werbeasts, nor their constant anguish. 

Any pious attempts at satisfying the sigil must be compilated through screenshots to provide proof. 

A small amount of burnt sage inhaled (2-3 emotes) will provide short term relief. Anything more (4+) will be painful to the individual. 

Without an OOC consent, the sigil may only last an OOC week. 

The sigil must be carved in human form.

The body of the host must be immoble or unconscious. 

Attempts at removing the sigil must be either overlooked by the loreholder or a Story Team member for approval. 

The application of the sigil benefits from a number of aesthetic additions to the rite. This includes but it not limited to the use of a wand, and burning parchment covered in bloody runes as well as the use of a burning star drawn on the floor. Any of these are merely aesthetic and have no use in combat. 

 

THE THREE MADE MANIFEST

Spoiler

All Sigilled and Vargs are asymptomatic harborers of three ancient sicknesses, these being the Three Made Manifest. They’re able to be spread to others through different ways of inflicting the diseases themselves, and none of the diseases require OOC consent for initial infection. Sigilled must firstly be taught to spread these diseases and how to siphon the boon within them before they are able to spread them. 

 

- The Luperian Crout is the first of the Three Made Manifest, being spread by fluids and droplets of blood - either directly from drinking their blood, or by tainting a drink with that blood - e.g. tainted wine with at least 20ml of blood for it to be able to take effect on the person. However, the disease can only be spread via a direct interaction - you have to taint the drink and then directly give it to them to drink. They can’t drink a bottle of wine you’ve tainted and left in the cupboard somewhere to catch anyone off guard. The disease itself is characterised by nonsensical speech and writing patterns, and echolalia. Over time, they’ll also develop joint and muscle paints, insomnia, sensitivity to light, and a rising fever. Also, their eyesight will slowly become black and white until either the disease fades or has been cured. The disease lasts 2 OOC weeks, and could last longer or even permanently, but this is up to the player playing the victim OOCly. The disease can only be spread by Sigilled and Vargyr, and can’t be spread by the victim infected. In order to spread the disease to someone, roleplay must be done, and then an item, signed by the Sigilled or Vargr, must be provided - listing the date on which the disease began for the person, and when it will end.

 

 

- The Pilgrim’s Dance is the second of the Three Made Manifest, being spread through physical touch from the Sigilled or Vargr. This can be done by hand, but the spreading skin surface has to be coated in the blood of the infectee, and it has to touch an open orifice - the mouth, the eyes, or the nostrils. It is impossible to infect others through fabric or armour, unless you directly apply to the eyes through crevices like the visor. There are an assortment of symptoms associated - dry patches of skin, progressing to scabs, and finally to boils. On the psychological side, the disease spawns delusions within the infected’s mind - delusions of deception, scepticism, or extreme paranoia, and over the 2 OOC weeks, the infected will get to the point where theft believe they are the embodiment of some kind of higher power - a prophet, martyr, or saint - or that they’re being contacted by a higher being. The final symptom is that of a form of sin being shown in their actions and personality - extreme anger, bottomless greed, et cetera. After 2 OOC weeks (unless the player has been cured of it or has decided to leave the disease for longer) the disease will fade, leaving it’s marks on the player. The disease lasts 2 OOC weeks, and could last longer or even permanently, but this is up to the player playing the victim OOCly. The disease can only be spread by Sigilled and Vargyr, and can’t be spread by the victim infected. In order to spread the disease to someone, roleplay must be done, and then an item, signed by the Sigilled or Vargr, must be provided - listing the date on which the disease began for the person, and when it will end.

 

 

- The Idlehands is the final disease of the Three Made Manifest, being able to be spread by both Sigilled (when taught) or Vargyr via coughing near the victim, a maximum of 3 blocks away, which allows their airways to be infected. If this is done during a conversation about death and the afterlife, if the victim is engaged in the conversation, this’ll raise the chances that they are infected. If you are attempting to infect someone, you must roll a d20. You cannot spread it to multiple people at once. You roll a d20, and if you are not conversing with the person about the death and afterlife, then you must land between 1 and 8, including 8, to infect them. If you’re talking to them about death and the afterlife, and they are engaged, then this raises to being between 1 and 13, including 13, of the d20 roll, to be successful in infecting them. Attempts to infect someone with Idlehands can only be odne once per encounter - if you fail, you can’t do it again until you see them in roleplay next, in a new roleplay encounter. The onset of the disease is characterised by the growth of rashes, grey in colour, itchy, and root-like, along their hands and feet, which will reach to the point of covering most of their chest, arms and legs, but still able to be concealed. If OOC consent isn’t given to go beyond this point, then after 2 OOC weeks the rashes will slowly fade at a rate of the player’s choosing. If OOC consent is given to go beyond this point, however, Idlehands progresses to a further stage, the rashes spreading to the face and head, causing the infected to want to cover themselves up to hide their infection. They will begin to become attracted to areas associated with the holy - battlefields, cemeteries, and tombs, specifically, become especially interesting. They will choose a specific area they’d like to occupy, and once there, they’ll begin to inspect it for a long period of time, and study the artistic expression of their site - beginning to try and learn ways to use different forms of art that they might know how to use, like wood-working, masonry, et cetera, to involve themselves with the dead. This provides them no actual talent in any art, they’d simply use what they do know. Eventually, they’ll come to an epiphany and realise the state that they’ve reached - they will realise that the end is nigh, and that nobody is prepared; only they, the Idlehanded, can make the difference. The disease can only be spread by Sigilled and Vargyr, and can’t be spread by the victim infected. In order to spread the disease to someone, roleplay must be done, and then an item, signed by the Sigilled or Vargr, must be provided - listing the date on which the disease began for the person, and when it will end.

 


 

 

 

CREATION

Spoiler

Even more morbid is the rite used to create more of the Werbeasts. It is in a way a small recreation of the original ritual, only modified. The rite needs the individual in question chained or immobilized to a degree. Furthermore, through the use of a blessed eye, they must commune with what is known as the ‘muses’. Following this a number of options present themselves, one which involves the ‘cracking’ of the ‘boy’. Know that a number of strange occurrences may happen during this ritual. Certain prayers, hymns and symbols are necessary and must be applied. 

 

The ritual must be taught explicitly, observing or living through it does not suffice. 

It requires a certain set of sigils and runes inscribed in a way or another, as well as a few chants. 

Some of these chants and other secrets may be bypassed if one is in possession of the Wretch’s eye. If not, a roll 20 must be done, needing 15+ to succeed. 

One such maker must at least be six months into the form of being a werbeast (unless they were in possession of the eye).

Observing the ritual and not being accursed brands one with the Wretch’s sigil

 

 

jesus this formatting is as chaotic as i am. 

Original lore:

 

 

Credits to Boruto for writing this with me, as well as Sorcerio and Sykotic for helping with the review.

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