Garou are an intelligent wolf race that is able to turn into a human. In their humanoid forms they strictly look like a human. Elven Garou exist but are rare. These usually come about through half-elven lycans when mating with a Garou. Garou are either born from other Garou or by breeding with Lycans. Their bodies have an excellerated regeneration time and normal wounds begin healing almost immediately. Though Garou shift usually around the age of sixteen, they are usually able to control these shifts by the age of eighteen. Garou do not have forced shifts during Full Moons but are strongly compelled to or are extremely irritable during these times. Shifting during a Full Moon is considered paying homage to their Goddesses, Ayn and Ay, and most pack-running Garou will return to their forms for the duration of the night. Shifting forms takes one post.
These are Humans, dwarves and any race that shares human blood that has been infected or born with lycanthropy. They share their body with the soul of a wolf and can turn into said wolf at will. Like Garou, Lycans have an excellerated regeneration time and normal wounds begin healing almost immediately. Born Lycans do not experience a shift until 16 and many lycans will never be able to control their shifting. Forced shifting comes with the Full Moon and times of extreme hunger, or stress. If a person is to one day control their wolf, it is through training and dedication. Many people do not recall themselves while in wolf form and with the same training, may one day become aware during their activities as their wolf. During Full Moons, Lycans without the skill neccesary to keep themselves human or aware, lose themselves to beastly urges and are prone to hunt anything that moves. Shifting forms takes one post.
These are the defenders of packs. Being the strongest, and typically the ones with the best leadership qualities, these are often the ones that become Alphas. Most will show off their life path with red warpaint on at all times.
The Goddess choses a select few to spread her word through ritual and practice. These wolves come in many sizes but fur is typically always pure white as a symbol of the moon. These wolves are commonly seen on the battlefield staying back to watch over the physically stronger to direct who needs healing first. These wolves are able to communicate to their Goddesses through a draining ritual and their saliva is known for its healing properties.
The Banamadr are the slayers amongst wolfkin. They typically are not concerned with the protection of their pack, as much as they are simply killing, by blade, tooth and claw, or spell. Cold blooded and treacherous, they are formidable foes. To distinguish themselves from Rekkr Wolfkin, they will typically adorn themselves with bone and black war paint.
The Soothsayers, Shamans, or Lorekeepers of the Wolfkin most oftenly are Krellr. These wolves have traded most social interactions in their upbringing to become closer to the spirit realm. They can be socially awkward, if not just ‘weird’, they are the only wolfkin able to directly speak to spirits on the physical plane, as well as open and enter paths to other planes through Moon Pools.
The Seers of the Wolfkin. The Taufr always carry one if not many talisman that protects them from what the charm is enchanted to. Taufr are more often than not paranoid and eccentric. These wolves also normally have a companion in which they can see through the eyes of. During this time, the body of the Taufr is left almost soulless and vulnerable, as it takes two posts to come in and out of this state. If a Taufr's companion dies, they cannot gain another and are left with emotional or spiritual distress. Taufr's companion perishes if they do.
Wolfkin are expert trackers by nature but the Vardmadr are the elite. Usually armed with bows and dual blades, they are a force to be reckoned with alone and nearly unstoppable in squads. They are able to track anything if there is something to track with. They never forget a scent, face or taste.
The moon shines upon most, but every source of light casts a shadow. The shadows amongst the wolfkin are the Frodr. They're able to remain stealthy in all forms, making them expert assassins. They are the go-to wolfkin when it comes to infiltration, interrogation and information gathering.
Wolfkin are not all about war and protection. There are of course those amongst who have taken the artistic path of life. These are generally the most beautiful men and women of the wolfkin. Honing one or multiple artistic skills, and using it to either bring income or simply to improve morale. Dancers, Painters, Bards and singers will fall amongst the Danzleikr.
Ayn sought to create a guardian, one that was fierce and powerful yet delicate of mind and nature to protect their gardens.
From this thought came the birth of Garou, a race that could harness the spirit of the wolf for his power, speed, cunning and leadership; Yet have loyalty for family and love for his home. The wolfkin are proud and slightly isolated. They view themselves highly as an ancient race and most take protecting their home very seriously. They are the claws and fangs of the forest and definitely are a force to be reckoned with.
Ay, after saving the Garou from extinction by blessing them with human forms, tried to replicate her sister's creations but instead created a disease. Now populous enough to be considered just a race of its own, Lycans are humans that take the form of wolves and share their body with the soul of one. Most now run wild with their Garou and Therian cousins but others try to blend into normal human societies.
Silver. Just the touch is painful and burns but will not poison the wolfkin unless the metal penetrates the skin. Wounds from silver can ONLY heal naturally and take twice as long to heal. Regeneration and magic do not help. Wolves can soak in the Moon Pool to resolve the effects.
Wolfsbane. This is a toxin that weakens Wolfkin and wards them. Smelling the scent can cause nasal irritation and if touched, poison oak type breakouts. Ingesting Wolfsbane can be fatal to Wolfkin. Inflictions caused by Wolfsbane can be treated by Healers and Magic.
Full Moon. Lycans respond to the power of the Full Moon and are forced to shift. Player's choice if the shift is to Lupus or Crinos form.
Hearing Sensitivity. Due to higher level senses, they do not always handle intense stimuli well and can be affected by loud sounds.
Wolfkin reach physical and mental maturity at the age of 18, Elven Garou also mature at 18. Their life expectancy maxes at 150, unless Elven, it is then extended to 1000. First shifts occur at the age of 16 or over for Wolfkin. Wolfkin have three forms: Human, Lupus, Crinos. Speech in Lupus is not possible, but in Crinos (Bipedal form) Speech is limited severely for Lycanthropes and may be broken and guttural, for Garou. No wolfkin can cast magic in their Forms other than Human unless specified. Please Note: Wolfkin should not have Hair, or human features such as that in their Crinos forms. We do not allow half-shifts!
Provides a false sense of empowerment to blood-drinkers and is poisonous to vampires.
A bite from a Lycan on a Human, Dwarf, or any that shares Human blood, will be infected with Lycanthropy. Kirkja saliva is the only known cure for Lycanthropy if applied to the wound within 72 hours of the infection.