|Contraction||Soul-Drain, feeding off Soul Essence|
Werebeast, also known as the Shattered Curse, is an Exist-spawned blood-curse that has plagued Aloria for hundreds of years. Being a Werebeast causes the subject to undergo physical and mental transformations, while also giving them an insatiable hunger to feed off the Soul Essences of others, and in feeding, infecting them in the process. Werebeasts are reviled by the people of Aloria in a similar manner as Vampires are, and many would call them much the same. There is, however, a nuance with Werebeasts, where these cursed creatures take active steps to hunt the Vampires that have tried to repress and enslave them for centuries. The Werebeasts, much like the Vampires, have started forming their own societies and cultures, blurring the lines between affliction and identity as they struggle between their cursed nature and their old lives. Some Werebeasts try to live in their old societies, while others seek to live in as much isolation as they can, avoiding persecution. Most Werebeasts however have embraced their identity, and many have taken the fight back to the Vampires who tried to use their kind so long ago, and continue to hunt them. Others yet are choosing to fight the Regalian Empire, to fight back against the repression and insulting way that the Regalian authorities have clumped the Werebeasts with the Vampires and declared them unholy abberrants.
History of Werebeast
The exact origin of Werebeasts is unclear, largely because of the academic confusion directly following the Cataclysm. Vampirism came into being directly after the Fifth Void Invasion and it is reasoned that Werebeasts emerged in a similar manner, yet under the auspices of the Exist forces instead of the Dark Banshee controlled by the Archdemon of the Void. Some also speculate that Werebeasts have their origins in old Human Cultures and Pagan rituals, a reason why Werebeasts were originally not easily distinguished from the legendary animals of Old Ceardian Faiths. In the fledgeling years of the Werebeasts, all were the so-called Uhr-beasts, a now distinct Soul-line of Werebeasts that were far more beastly and less organized than modern Werebeasts. The Vampires enslaved these creatures to act as their war-beasts, particularly in the Great Vampire Wars, though signs of resistance followed towards the end of these wars.
The crusading of the Ohrneti and increased military repression from Regalia and the weakened Elladorian states resulted in a sharp decline of Werebeast presence, forcing them underground. This was a difficult time for the Werebeasts, as many of their lineage were proud of their beast-like forms, and eventually they sought the aid of the Exist Arken to raise them out of tribal beastliness. Some Arken acquiesced, causing the creation of multiple Soul-lines of Werebeast, each distinct from one another, and effectively ending the Uhr-beast Werebeast form as diminutive feral creatures. The Werebeasts became part of the public conscience around 150 AC when their numbers started increasing rapidly and spreading across the Regalian Archipelago, particularly in low-populated areas like the Skagger lands and the marshes of Anglia, as well as the Gallovian Highlands where the more pagan populations accepted their presence while continuing to hate the Vampires they were opposed to.
Werebeasts continued to spread over the world, notably because unlike Vampires, their brood can be safely spread through normal reproduction and can lay dormant for decades before manifesting in an adult. Werebeast-ism, much like Vampirism, is curable and considered a blood curse by the public at large, and many states have policies consistent with Vampirism towards Werebeasts. They remain parasites on the godly and righteous civilizations of the world, even if their constant war with the Vampires is a boon to the opponents of the Void. Werebeasts form packs, while some of them remain independent, seeking out to quench their hunger for Soul Essence while also inadvertently spreading the blood-curse.
Werebeast Infection happens only through feeding, which in itself only occurs when the Werebeast is in their Soul-Hunger form. Soul-Hunger form is when their animalistic traits take over, causing them to become more beast-like, with a singular desire to consume the Soul Essence of a person. This can be activated at will (the transformation) or can occur involuntarily when they are exposed to visible or a large quantity of invisible Soul Essence. Werebeasts feed by slamming or pushing their open hand into the center of a person’s rib cage and clawing their fingers at it (while in Soul-Hunger form), after which a white visible funnel of Soul-Essence travels up their hand and forearm to feed them. During this process, it becomes extremely hard for the victim to break free, if they did not prevent the beginning of the draining, and leaves the victim feeling fatigued and drowsy. With every draining, there is a 25% infection rate, meaning a person being drained must roll /dice 20, with any number 5 or below meaning they become infected by the Soul-line of the Werebeast feeding on them. Werebeasts can also be born with the infection which remains dormant until any particular age. Some Werebeasts who were born from a Werebeast parent manifest at age 15, but it can occur at any time during someone's lifespan without them ever knowing (though they still have the teeth, eyes and skin properties before that). The exact manifestation for both born Werebeasts and infected is roughly the same, following the process below.
- Day One: The Werebeast experiences severe migraines and photosensitivity in their eyes, seeking dark, cold places.
- Day Two: The Werebeast experiences paranoia and a scraping sensation over their skin; not quite an itch, but almost like an animal is scraping its nails over their skin.
- Day Three: The Werebeast experiences a terrible hunger that no food can satisfy, vomiting out any food they ingest instantly.
- Day Four: The Werebeast starts manifesting physical changes related to the Soul-Hunger form, but in a slow changing manner that frightens them.
- Day Five: The Werebeast manifests into a Werebeast proper and remains in the Soul-Hunger form in an almost feral state until they feed (drain).
It is important for the Werebeast to feed in this state by draining any person to normalize their hunger and regain their intellect. Those that do not drain or feed properly during the first few days after the manifestation risk becoming feral, which exaggerates the physical features related to their Soul-line, but also reduces their intelligence and makes them more animalistic. The longest time a Werebeast can go without feeding is five days, after which they start going into soul dissonance, where they become extremely forgetful and delusional, start losing their grip on reality and memory, and eventually slip into a coma and die. While most Werebeasts are inherently Ailor due to their large population on Aloria, all Races can be infected by the Shattered Curse. Below is a table showing the effects of the Werebeast infection on different Races.
|Race||Effect on Racial Abilities|
|Ailor||Will of Faith no longer works, except if the Character was a Faith of Estel worshipper.|
|Sihai||Sihai become unable to use their Form shift, aside from Common or War Dynasty.|
|Qadir||Qadir become unable to use White Cores for their Clockwork, and can no longer use their Spirit Force either.|
|Songaskia||Songaskians become unable to use World Flow Powers, and can no longer use Ancient or Elder shift.|
|Altalar||Altalar lose their +10 Proficiency boost, but can still use their Will Spells.|
|Avanthar||Avanthar become unable to use any of their Casts.|
|Isldar||Isl Zeal defaults to Disloyal Zeal regardless of which Dragon is followed (or not followed). Furthermore, the Isldar can no longer see the Soul Rivers, or use any of Frisit Weave's abilities.|
|Allar||Allar no longer regenerate their lost limbs or body parts. When cured however, any potentially removed body parts start growing back.|
|Varran||Varran are unable to interface with Living Metal. Any Living Metal they use simply slides off and dissipates.|
|Url||Url cannot become Werebeasts|
|Various Half-Races||Half Races have no special Race powers, and as such, Werebeast does not affect them in any way.|
|Silven||Silven can only be Werebeasts if a specific mutation is present, which will need to be applied for in the Silven Permission.|
|Ability||Effect on Ability|
|Ritualism||Werebeasts may only use Lightgiver or Haunt Ritualism.|
|Magic & Sorcery||Werebeasts cannot use Magic or Sorcery.|
OOC Note: Because draining is not always possible, it usually fine to assume a character has fed on an NPC citizen for day to day rp. This is purely for practicality sake, because there aren't enough players around to constantly feed every Werebeast. The only exception to this is Werebeasts who are imprisoned (who should roleplay out being deprived of Soul Essence) and Werebeasts who have certain Mutations which rely specifically on draining at a specific time, or to trigger a specific ability. In such cases, the draining must always be done IC and cannot be time skipped (save for situations where the curers are not providing consistent roleplay) or assumed from an NPC. If you suspect a player has not fed off a person but is using a draining based ability anyway, report them to Lore Staff for God-Rp. Everyone should always keep in mind, however, that being fed on, or being turned into a Werebeast, is not a consent-based thing, and should always be roleplayed out for character development sake.
Mental Characteristics of Werebeasts
- Werebeasts have a constant hunger for Soul Essence, and a desire to drain non-Werebeast. This hunger can become so great that they will involuntarily transform into their Soul-Hunger form. Additionally, if a large amount of Soul Essence is used or discharged near them (essentially any Soul Essence-using ability) they automatically go into Soul-Hunger form and thirst for Soul Essence.
- Love and friendship changes from something unconditional and protective into something more possessive and objective. A Werebeast can still love a non-Werebeast, but their love takes a different tone of a jealous, "You are my property" attitude. Similarly, in friendships, Werebeasts become exclusively taking as opposed to giving or taking. A Werebeast might still go drinking with their friends, but insist that one of their friends pay for them, as that is the price of friendship with them. They might also attempt to convert their friends and family into being a Werebeast so that they might enjoy the gift with them.
- Obsession with hedonism and the ambition to live life the way they want it without any regard for other people, their emotions, or their well being. Werebeasts hold no respect for religion, family, state or culture, instead developing their own Werebeast codes and societies.
- Werebeasts after infection develop a pack mentality, and sometimes even incorporate animalistic behaviors while hunting, such as erratic body movements and head gestures, claw scraping, sniffing, growling and stalking.
- Werebeasts are fully incapable of casting any forms of magic, including parlor magic, and those who are magically inclined lose their magic upon infection.
Werebeast knows a number of Soul-lines that divide the Werebeasts over certain sub-cultures. These Soul-lines all have certain origins and are usually perpetrated by one Werebeast infecting another and recruiting them into their Soul-lines. A Soul-line infection is permanent, meaning if someone was infected by a Scorrico Soul-line, even if they were cured and re-infected by someone from the Talanark Bloodline, they still become Scorrico. Every Bloodline has access to 10 Mutations, but only 4 Mutations can be chosen. Any Werebeast can at any age or any time gain Mutations and doing so does not cost Proficiency Points. Simply not adding any Mutations is allowed as well; Mutations are not mandatory. If a Werebeast is cured, their Mutations are lost (where applicable). If the character is re-infected, the exact same Mutations are re-activated. Some Mutations also have special rules; please refer to the Special Soul-lines Mutation Rules to make sure you read all the information before making any choices. If you need further help, please consult with Lore Staff. A Character Application that is approved is required before a player is allowed to use any Mutations in roleplay.
The Ursarr Soul-line was created by the Arken of Revenge, as the early Werebeasts who became the Ursarr sought to exact their revenge on the Vampires and Ailor alike for their slain brethren. The Ursarr stand for independence and freedom, operating away from the other Werebeasts and on their lonesome self. Ursarr Werebeasts are more inclined to freedom ideals, while also having a great manner of pride and self-value about themselves, and an extremely low opinion of others. To them, the Werebeast Curse is a blessing, one that they do not want to give to others as they consider only themselves worthy. The Ursarr can often be found in Velheim inhabited lands where their presence is almost rampant because the Velheim borderline-worship the physical changes given by this Soul-line.
|Ursarr Soul-line Common Traits|
|Mutation Name||Power Type||Range||Description|
|Black Steel Claws||Passive||-||The Werebeast has black sharp claws that appear even outside of Soul-Hunger form, capable of tearing through armor up to and including chain-mail.|
|Cliff Claws||Passive||-||The Werebeast is able to extend their claws and use them to dig into vertical surfaces, effortlessly climbing up any wall of any height at walking speed.|
|Winter Embrace||Passive||-||The Werebeast has complete immunity to cold, cold damage, ice-magic, ice effects, ice-based constrictions, or other cold-based damage effects.|
|Ursine Strength||Instant Ability||-||The Werebeast can enlarge their musculature for a few seconds right before an act of force, such as lifting a heavy object, or pushing something out of the way, before returning to normal when the task is done. This cannot be used in combat rolls or when wielding weapons. The force multiplication allows them to lift people effortlessly, and light large boulders and heavy construction material with effort. The ability requires a 5 minute cooldown before repeat usage.|
|Ursine Hibernation||Passive||-||The Werebeast, while sleeping, recovers from all great wounds inflicted on them. This ability is only in use during off-time, meaning the healing effect takes place when the player is asleep. This healing effect removes all wounds bar from dismemberment but does leave behind scars. The sleep must be for a period of 6 hours or longer for the healing to take effect at all. Being ‘knocked out’ in battle does count as being put ‘to sleep’, as does taking alchemical supplements to induce sleep.|
|Skull Thickening||Passive||-||The Werebeast is resistant to any and all stunning effects that aren't imprisonment-type abilities, such as flashes of light but not grappling tendrils|
|Hunting Intuition||Passive||-||The Werebeast is able to smell physical weaknesses on a person, like a limp leg, a weak arm, or a badly healed bone.|
|Beastmode||Beast Transformation||-||The Werebeast is able to take on a larger Ursine Werebeast form, gaining more bear-like proportions, covering their entire skin in ursine fur, and giving them more bear-like features (though remaining bipedal). Werebeasts in this form are no longer able to speak, lose the ability to wield weapons or wear armor, but gain 15 Physical Stat, which cannot exceed the Physical Stat limit.|
|Werebeast Bane||Passive||-||The Werebeast gains +10 Physical Stat (that does break Physical Limit) and increased size in musculature when fighting a Werebeast, however, they also gain blood lust, being unable to voluntarily break away from the fight with the Werebeast until the Werebeast flees, or is defeated.|
|Gateway Smashing||Instant Ability||-||The Werebeast can smash down any Imperial Isle, New Town, Old Town, and Noble Estate (but not Government or base/hideout) door by utterly mauling it with their arms. This completely destroys the door (a ticket must be made for Lore Staff to present this as evidence). Should the Werebeast then enter the property afterwards, evidence is left behind in accordance to the rules of the Burgling Rogue Skill, but in the absence of having any Proficiency points in this, this mutation will at the very least open the door.|
The Raprann Soul-line was created by the Knowledge and Compassion Arken, producing a Werebeast that was able to help the other Werebeast escape persecution and attacks from the Vampires seeking to oppress them. The Raprann have a very peculiar sense of superiority which stems from the idea that only they would be kind and compassionate enough to aid the Werebeasts, who are all more barbaric in their eyes. The Raprann consider themselves the most righteous weapon against the Vampires. The Raprann can be found close to any source of knowledge, due to their liking of historical accounts and reading, favoring big cities.
|Raprann Soul-line Common Traits|
|Mutation Name||Power Type||Range||Description|
|Hollow Bones||Passive||-||The Werebeast gains hollow bones, making them much lighter. As a result, the Werebeast performs all abilities with an additional +10 in Athletic Training.|
|Long Aging||Passive||-||The Werebeast's aging slows down by a factor of 4, meaning each year is the equivalent of a quarter year lived, while also slowing down Proficiency Points intake by a factor of four (rounded down). Characters beyond the age of 150 still require a Special Permission.|
|Entrapment Reflexes||Passive||-||The Werebeast is able to trigger (mechanical or magical) traps or entrapment/entanglement abilities or spells without being captured, setting them off, but quickly dashing out of the way to avoid being snared. This does not work for instant encasement abilities (usually only used by certain Mages).|
|Eagle's Call||Passive||Emote Distance||The Werebeast can target themselves or another person, and call down an Eagle to act as their familiar once every five minutes. When this Eagle is called down, it can intercept a spell, ability or single attack on a person, completely nullifying its effects.|
|Hawk's Call||Instant Ability||Emote Distance||The Werebeast can target themselves or another person, and call down a Hawk to act as their familiar for up to five minutes. For each attack performed by the target, the familiar inflicts a similar attack on the target in unison with the target but from a different direction.|
|Glaring Sun||Instant Ability||Emote Distance||The Werebeast is able to clap their hands together above their head, producing a bright sun-flash that blinds those within Emote Distance for 5 seconds.|
|Falcon's Call||Instant Ability||Emote Distance||The Werebeast can target themselves or another person, and call down a Falcon to act as their familiar for up to five minutes. For this duration, the Falcon gives the person +10 in Perception Training while resting on their shoulder and speaking to them telepathically.|
|Beastmode||Beast Transformation||-||The Werebeast is able to take on a larger Hawk Werebeast form, gaining more hawk-like proportions, covering their entire skin in feathers and giving them more hawk-like features (though keeping their humanoid shape). Werebeasts in this form are no longer able to speak, lose the ability to wield weapons or wear armor, but gain the ability to use their wings (arms) to hover 3 blocks high and glide instead of falling.|
|Feathered Call||Passive||-||The Werebeast is constantly followed by a pair of doves, either sitting on their shoulders, or flying nearby. They can call down these doves and whisper a name to them, give them a letter to deliver, and send them on their way. These doves will magically seek out their named target, as long as they are not underground and accessible through a window.|
|Glass Gaze||Instant Ability||-||The Werebeast can enchant their eyes to see through illusions. On the downside, this causes their eyes to start glowing a solid luminescent blue, but allows them to see through any illusion or hex while activated. This does not however affect any illusions caused by Curses.|
The Talanark Soul-line was created by the Arken of Regnance, designed to lead the Werebeasts, though some would only accept them reluctantly because of the inner conflict between the other Soul-lines. The Talanark have a great sense of pride and superiority over others and consider themselves always right, and also the only ones with the true wit and skill to lead others. Talanark often try to attain high positions of power over others, even outside of the Werebeast societies. The Talanark can be found anywhere there is snow, and are often mistaken for Url. The Url however hate the Talanark, believing them to be poor imitations of their own perfection.
|Talanark Soul-line Common Traits|
|Mutation Name||Power Type||Range||Description|
|Antlered Stampede||Instant Ability||-||The Werebeast holds up their wrists, causing ghost-like antlers to rapidly appear on their knuckles, after which they may charge at another person, where these antlers will then pin said person against the next wall or object hit without allowing them to move, but also making it so the Werebeast cannot move their arms without releasing the subject. The Werebeast can use soul-drain if this ability is active. This ability can only be used once to initiate combat with an individual, and not once combat has already begun. If the target Character has 10 Athletic Training, they can /dice 20 to avoid capture. Rolling 10 or above will succeed in avoiding. If the target Character has 20 Athletic Training, escape is guaranteed.|
|Cliffside Jumping||Passive||-||Any upward jumps performed by the Werebeast allows them to jump up to a maximum of 10 blocks high, but does not nullify falling damage, so this should not be used unless with the express intent to reach a higher ledge.|
|Prey Instinct||Passive||-||The Werebeast is able to use limited precognition to detect oncoming action from others and auto-dodge one per day. Action is specified as either a hostile action (such as a weapon attack or a ranged weapon), or some other form of interaction that requires direct touch, as long as this is not a Rogue skill, or any form of Magic or Sorcery. This ability can only be used once per day.|
|Call the Forest||Channel Ability||-||The Werebeast is able to produce a person-sized whirlwind of twigs, leaves and other small forest debris that can be steered around at the speed of a walking person. It requires both hands to be free and does as much damage as repeatedly being sliced with paper cuts against anyone touching it, while also pushing them away.|
|Longcalling||Passive||-||The Werebeast is able to produce a Werebeast-only calling noise akin to that of an Imperial Stag Deer calling in a forest, which sounds like a normal animal howling to non-Werebeasts, but allows the Werebeast in question to communicate simple information over long distances (the entirety of Regalia) in a form of one-way announcement communication, as all Werebeasts in the city can hear it, even the ones in the sewers. Using the Rp Com Discord to communicate with other Werebeasts is recommended, but player can send in a ticket to Lore Staff to use a world announce.|
|Werebeast King||Passive||-||For each Werebeast up to a maximum of three Werebeast present within Emote Distance, this Werebeast gains 2 inches of height and +5 Physical Stat while in Soul-Hunger form, regardless of whether the Werebeast is an enemy or ally. This does not break Physical Stat cap for races and reverts back to 0 when any Transformation is used.|
|Tauriidmode||Beast Transformation||-||The Werebeast changes their lower body from the waist down into that of an Imperial Stag, essentially becoming a deer-type centaur and allowing for enhanced agility to that similar of a Varran (though no proficiency bonuses). This cannot be combined with Beastmode.|
|Beastmode||Beast Transformation||-||The Werebeast is able to take on a larger Stag Werebeast form, gaining more Stag-like proportions, covering their entire skin in deer fur and giving them more deer-like features. Werebeasts in this form are no longer able to speak, lose the ability to wield weapons or wear armor, but gain 15 Physical Stat, which cannot exceed the Physical Stat limit.|
|Travel the Wolden||Instant Ability||-||The Werebeast is able to enchant vines, greenery, shrubbery and other climbing ivy plants on the sides of buildings and trees to act as their escalator. If a building has greenery on the side of the walls climbing up it, the Werebeast is able to touch it, causing the shapes to change, latching onto the Werebeast and lifting them up or down depending on where they want to go. They can only do this on walls that actually have leaf blocks on them in-world, and can only reach as far as the leaves go, plus 3 extra blocks of extended range.|
|Treading the Forest||Passive||-||The Werebeast, with every step they take, causes flowers and small plants to grow around whatever surface their foot touches. This even occurs when they walk across pavement, where the greenery will appear through the cracks of the stone. This greenery will linger for a few seconds after their feet has left the area, after which they will slowly shrink and disappear. Additionally, the Werebeast’s hands can direct the swaying movement of other plants and flowers, this greenery naturally bending in the direction of where their hands are when they are anywhere near greenery.|
The Scorrico Soul-line was created by the Workling Arken. While the Scorrico were originally meant to be more about creating a strong community, the concept evolved in a different direction because the Arken did not fully commit to the task of raising them up. As such, the Scorrico are in a unique position where they don’t feel a connection with the other Werebeasts and consider themselves a species entirely separate from the other Werebeasts, taking that sense of independence that the Ursarr have to even greater levels. Beyond that, they are mischievous and act like others are their playthings while they build a legacy of their own. Scorrico are frequently found in caves and other damp places such as swamps, roaming the Essalonian and Anglian marshes.
|Scorrico Soul-line Common Traits|
|Mutation Name||Power Type||Range||Description|
|Crawl the World||Passive||-||The Werebeast is able to crawl on walls, ceilings, or practically any surface with their hands and feet, as long as it's not wet.|
|Biotic Acidity||Passive||-||The Werebeast's spit and blood take on acidic properties, able to bite through organic matter within seconds, though not eating away living flesh (yet causing severe rash and burns when applied that cause a lot of pain).|
|Crawl the Underworld||Mythic Transformation||-||The Werebeast is able to reduce their size sixfold to become one feet tall and grow back to normal size at will. This change occurs almost instantaneously.|
|Stingers for All||Instant Ability||-||The Werebeast is able to shoot a projectile stinger from their wrist that cannot pierce armor, but can pierce clothing. It does not cause bleeding, but when hit injects the subject with localized sense-toxin that causes the limb to become numb (but still usable and moveable), while also causing pain when hit. Projectiles can be launched as many times as the Werebeast likes, but shooting them more than five times tires them out. They then cannot shoot needles for half an hour.|
|Crawl the Skins||Mind Ability||-||The Werebeast is able to channel a sensation to a target as long as they can see their eyes and make small clicking noises with their mandible teeth. While under this effect, the target feels the constant sensation of insects crawling over their skin while being unable to see them.|
|Webbing Spray||Instant Ability||Emote Distance||The Werebeast is able to projectile spit a spray of webbing at another person or a group of people. This web causes them to be slowed, not stunned, for twenty seconds, forcing them to move at walking speed for all within a range of 3 blocks around the target. Once sprayed, the Werebeast cannot use this ability for 5 minutes,|
|Underworld Senses||Passive||Emote Distance||The Werebeast is able to sense micro vibrations in the floor they are standing on, allowing them to know the position and presence of each person in Emote Distance around them as long as they are moving. They can essentially detect invisible, hidden or illusion affected individuals as long as they move in Emote Distance.|
|Beastmode||Beast Transformation||-||The Werebeast explodes into a hive of Ants, Grasshoppers and Praying Mantises, and is able to move around like a swarm and attack a person and anyone within 2 blocks range of them. This attack unleashes a torrent of insectoid stings and bites, causing excruciating pain. Stomping on these insects lowers the persistence of the ability, if ten successful stomps and crushes have been applied, the transformation breaks and the Werebeast returns to normal, unable to activate this ability again for 10 minutes.|
|Creeping Crawlies||Instant Ability||-||The Werebeast is able to lay in wait, unmoving, causing them to become camouflaged. This camouflage requires 10 Perception to see through, but allows them to remain unseen unless someone were to bump into them, or they moved. The only movement that will not disturb the camouflage is if they were to slowly change the position of any weapon they were holding, or the position of their teeth, so that if they choose to jump out of camouflage to attack someone, that they would always have the initiative.|
|Chrysal Stasis||Instant Ability||-||The Werebeast is able to rapidly (within 5 seconds) produce a chrysalis stasis pod for themselves (and themselves alone) to wrap themselves into and escape any harm. This chrysalis is unbreakable from the outside when the Werebeast has been encased, and can only be broken from the inside by them. When hardened (which takes a few seconds after forming), the stasis pod appears like an upstanding tall rock. The Werebeast is able to maintain this stasis pod for as long as they want, but they will eventually feel hunger and continue to age, so they should not stay in it for longer than 5 days or risk going into Soul-Hunger withdrawal.|
The Uthurenn Soul-line was produced by the Loyalty and Lineage Arken who meant to produce a very strong connection between the Werebeasts, and achieved just that. The Uthurenn are the most communal Werebeasts of all others, who raise up their own kind as more uniquely connected than any sense of kinship they might feel with other Soul-lines of Werebeasts. Uthrurenn are naturally comfortable around each other, but may also still have friendly competitive attitudes internally, creating their own internal hierarchies of Alphas, Betas and Packmembers, or seeking out a Manebeast and forming packs around them, resulting in them being frequently found in the landmass of Talahm, the largest landmass in Gallovia.
|Uthurenn Soul-line Common Traits|
|Mutation Name||Power Type||Range||Description|
|Mending Healing||Passive||-||The Werebeast quickly recovers small wounds like cuts, slices and gashes within an hour, and recovers broken bones within a day, but does not recover greater damage without outside assistance.|
|Leap Maul||Instant Ability||Emote Distance||The Werebeast is able to produce a rapid Emote Distance leap that jumps the Werebeast towards their intended target practically instantly (either horizontal or vertical axis) with their claws outstretched towards them. This ability can only be used once to initiate combat with an individual, and not once combat has already begun. If the target Character has 10 Athletic Training, they can /dice 20 to avoid capture. Rolling 10 or above will succeed in avoiding. If the target Character has 20 Athletic Training, escape is guaranteed.|
|Sanguine Bane||Passive||-||The Werebeast gains +10 Physical Stat (that does break Physical Limit) and increased size in musculature when fighting a Vampire, however, they also gain blood lust, being unable to voluntarily break away from the fight with the Sanguine until the Sanguine flees, or is defeated.|
|Howling Dash||Passive||-||The Werebeast can run just as fast as a Varran (the fastest race) and ignores armor weight while running as long as they aren't wearing full-plate.|
|Teeth of Steel||Passive||-||The Werebeast has indestructible teeth, and if clenched down on something, can bite through metal to the strength of chain armor and even break swords (though not bars or beams).|
|Howling Call||Instant Ability||The Werebeast is able to produce a wolf-like howl that can be heard all over Regalia (even in the sewers) that notifies all other Uthurenn Werebeasts of their exact location.|
|Werebeast Bane||Passive||The Werebeast gains +10 Physical Stat (That does break Physical Limit) and increased size in musculature when fighting a Werebeast, however, they also gain blood lust, being unable to voluntarily break away from the fight with the Werebeast until the Werebeast flees, or is defeated.|
|Beastmode||Beast Transformation||-||The Werebeast is able to take on a larger Canine Werebeast form, gaining more wolf-like proportions, covering their entire skin in canine fur and giving them more wolf-like features (though still standing upright). Werebeasts in this form are no longer able to speak, lose the ability to wield weapons or wear armor, but gain 15 Physical Stat, which does not break Physical Limit.|
|Enduring Hunt||Passive||-||The Werebeast does not have any fatigue loss, meaning they can continue to train, fight and run for as long as they please. This also prevents any forced fatigue or tiredness mechanics caused by other spells or abilities, but does not protect against forced-sleep mechanics.|
|Loyal Empathy||Passive||-||The Werebeast is able to sense the emotions of a person by touching them, which is an ability that cannot be turned off, sometimes resulting in sensory confusion. This cannot be used to tell a lie (unlike the Usrsarr), but does give an accurate reading on the emotional state of whoever they share physical contact with. This ability is powerful enough to allow the Werebeast to sense their emotional pain, and even make them able to absorb a part of it, reducing the suffering of the other person.|
Curing of Werebeast
In most cases, Werebeast is an easily curable affliction, but the process is considered incredibly jarring and painful for any individual to go through. The curing is achieved over a period of roughly 12 hours, in which the Werebeast must be bathed waist-deep in Holy Water and Mage Stone crystals (which render the caustic effects of the Holy Water inert and thus allow it to draw out the Exist energies). One single session of ritual bathing must occur for the curing to succeed. During the ritual bathing (which can be done with the clothes on), the infected individual will experience extreme fear and paranoia, with a great struggle to escape from the bath, and cannot use any of their mutations or abilities. Werebeast will often plead or fight in whatever way they can to avoid being cured, and by the end of the 12 hours will feel completely exhausted. They will then pass out and need to be dragged out of the pool to wake an hour after fully cured. After Passing out, the ex-Werebeast will lose all physical features over the next 24 hours, including their teeth, which will fall out and regrow normally. In the freshly-bitten which have not yet completed the 5-day infection process, only a single dose of Holy Water and Mage Crystals are needed to rid the body of the Shattered Curse. Additionally, those who have not fully turned do not experience the same pain and paranoia that a full Werebeast experiences during curing and so the entire process can usually be completed in a single visit to the clinic. After curing, a Werebeast's mentality quickly reverts back to normal, but there is always a risk of relapse because for a few weeks there will be a faint desire for Soul Essence in the cured Werebeast. When cured, a Werebeast cannot be re-infected for 72 hours, after which if they are re-infected, they become immediately infected with the same Soul-Line they had before, including the same Mutations. The re-infection takes only 24 hours and involves no pain or paranoia symptoms, meaning it does not go through the multi-day infection process of a first time Werebeast.
((OOC Note: The curing process is allowed to be time-skipped. It is up to the players whether they want to roleplay out the actual 12 hour period of imprisonment and curing, time-skip the entire thing, or whether they just want to go through a single ritual submersion and then immediately passing out and be instantly cured.))
Hallowed Lanterns are very expensive and fragile objects frequently used by the Regalian Guard to assist in weakening and capturing Werebeasts. Hallowed Lanterns appear like normal lanterns, but are somewhat larger and unwieldy (being about the size of a child's head) whilst still being relatively light. A Hallowed Lantern is made of a solid light metal with a single window in the front of the lantern, casting a beam of light in a straight forward trajectory up to Emote Distance, after which the strength of the light tapers off and no longer affects Werebeasts. These lanterns can project their beam of green, blue, or golden light forward, and should not be wielded during a fight, as the shaking causes the lantern to roughly move about, potentially shattering the fragile inside components. A melee weapon's physical strike can in most cases destroy a Hallowed Lantern, but the wielder is usually able to turn the beam at such a rate that no one could feasibly run up to the wielder and smash it before they were hit by a beam of light. Taking down a Hallowed Lantern always requires teamwork, since a Lantern cannot cover multiple people unless they are standing behind each other or directly next to each other. In general, Hallowed Lanterns can, during an emote, only cover one person at a time, and can be turned to such a degree that a Werebeast cannot outrun the beam; only cover or leaping and blinking abilities can help to escape. Wielders can also comfortably run after Werebeasts with the Lantern without causing any damage to it, but while running, they are unable to fight. If both hands hold the Hallowed Lantern, this affords the wielder more flexibility, allowing it to turn faster and be moved around more roughly while avoiding damage. Guards are always allowed to have a Hallowed Lantern on them, but only if they do not also have a shield on them on patrol. New Hallowed Lanterns need to be retrieved from the prison and cannot be hung anywhere on the body of the Guard. A single Guard per patrol group may, however, sacrifice both weapon and shield to wear an additional, inactive Hallowed Lantern strapped to their back, tightly secured with cloth and ropes, which can be swiftly detached and used in case the first Hallowed Lantern is broken.
- When a Werebeast is killed either in their Soul-Hunger or Beastmode form, their body actually does not change back to its pre-transformation stage. This has often led to confusion for slain Werebeasts, and a lot of misinformation on their nature.
- Evidence exists of a massive battlefield fought in Ellador around 200 years ago. Exact details are hazy, but it appears as if Vampires fought a massive battlefield with Werebeasts of all kinds, given the mass graves in the area of the Broken Spear Valley.
- Werebeasts have a hard time resisting attacking Isldar using their natural abilities, since nearly all of them are strictly tied to the very substance that the Werebeasts consume.