Post by Headmistress Briarthorn on Mar 20, 2009 16:11:13 GMT -6
A were-creature is, quite simply, a person that turns into an animal, or at the very least part animal. This is caused by a diseae known as lycanthropy, which is delivered through the bite of an animalstic were.
While werewolves are the most common in North America and Europe, there are weres of all shapes and sizes. Weresharks, weretigers, werehyena, etc. What type of animal one turns into after contracting the disease lycanthropy depends on a number of factors:
1. What bit the person. Werewolves tend to turn people into other werewolves, for example.
2. What animals are native to either the are the person is currently in, or what animals are native to the person's home country or area.
3. The personality of the person in question can, occasionally, determine what they become.
The first factor is by far the most influencing factor. It is not uncommon, however, for the change to be overall the first, but influenced by the second or third. For example, if a werewolf bites a north African man, he may instead turn into a werejackal, as jackals are more common in Africa than wolves are.
Cure--Life threatening, but possible. Not many people survive the cure for lycanthropy. If administered in the first hour of contact, belladonna or wolfsbane applied as a poultice to the wound can prevent lycanthropy from taking root. This also means, however that werewolf stamina is no longer keeping them alive from the wound acquired.
The Change--There are a few things that set off the change. First, and most obvious, is the full moon. On the night of a full moon--any night within 24 hours of a full or mostly full moon--a lycanthrope has to change. This change will last the whole night.
Second, when extremely enraged, pained, or anguished, the change will also take place. For new, young, or inexperienced weres, sex can also trigger the change.
Third, encountering another werecreature can also trigger the change, especially if the other is hostile, and even moreso if it is changed at the time. In this case, the were immediately knows who the trigger was.
The amulet given by the Academy blocks the second two triggers. Nothing can stop the first.
On full moon nights, the Academy locks down the lycanthrope population in cells underneath the dorms, in the basements.
Properties of Werecreatures: Enhanced healing, except by silver. Physical attributes and senses tend to be increased.
When changed into an animal or half-animal form, physical attributes and senses increase even more. There is, however, a price. For all but the oldest, most powerful weres, animal and half-animal forms are only predators, with no conscious control or thought beyond an animal's behind their actions. While not bloodthirsty, maddened killers, they are not the people they were during the day, they are beasts of instinct. They are purely animalistic, and will only, in the most extreme circumstances, recognize their closest friends and lovers.
And their worst enemies and bitterest rivals.
In all forms, silver can permanently wound them. All other marks or injuries heal almost immediately. Wounds from silver, however, are more dangerous than normal. Without medical attention and magic, they will never, ever heal. In other words, even a wound a normal person could shrug off might be fatal if it's silver to a were.
Injuries given by other weres, and by fire, hurt them as they would hurt other people. They heal on their own as well.
While werewolves are the most common in North America and Europe, there are weres of all shapes and sizes. Weresharks, weretigers, werehyena, etc. What type of animal one turns into after contracting the disease lycanthropy depends on a number of factors:
1. What bit the person. Werewolves tend to turn people into other werewolves, for example.
2. What animals are native to either the are the person is currently in, or what animals are native to the person's home country or area.
3. The personality of the person in question can, occasionally, determine what they become.
The first factor is by far the most influencing factor. It is not uncommon, however, for the change to be overall the first, but influenced by the second or third. For example, if a werewolf bites a north African man, he may instead turn into a werejackal, as jackals are more common in Africa than wolves are.
Cure--Life threatening, but possible. Not many people survive the cure for lycanthropy. If administered in the first hour of contact, belladonna or wolfsbane applied as a poultice to the wound can prevent lycanthropy from taking root. This also means, however that werewolf stamina is no longer keeping them alive from the wound acquired.
The Change--There are a few things that set off the change. First, and most obvious, is the full moon. On the night of a full moon--any night within 24 hours of a full or mostly full moon--a lycanthrope has to change. This change will last the whole night.
Second, when extremely enraged, pained, or anguished, the change will also take place. For new, young, or inexperienced weres, sex can also trigger the change.
Third, encountering another werecreature can also trigger the change, especially if the other is hostile, and even moreso if it is changed at the time. In this case, the were immediately knows who the trigger was.
The amulet given by the Academy blocks the second two triggers. Nothing can stop the first.
On full moon nights, the Academy locks down the lycanthrope population in cells underneath the dorms, in the basements.
Properties of Werecreatures: Enhanced healing, except by silver. Physical attributes and senses tend to be increased.
When changed into an animal or half-animal form, physical attributes and senses increase even more. There is, however, a price. For all but the oldest, most powerful weres, animal and half-animal forms are only predators, with no conscious control or thought beyond an animal's behind their actions. While not bloodthirsty, maddened killers, they are not the people they were during the day, they are beasts of instinct. They are purely animalistic, and will only, in the most extreme circumstances, recognize their closest friends and lovers.
And their worst enemies and bitterest rivals.
In all forms, silver can permanently wound them. All other marks or injuries heal almost immediately. Wounds from silver, however, are more dangerous than normal. Without medical attention and magic, they will never, ever heal. In other words, even a wound a normal person could shrug off might be fatal if it's silver to a were.
Injuries given by other weres, and by fire, hurt them as they would hurt other people. They heal on their own as well.