Werewolves

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Lycans are the ancient, visceral apex predators of Aesox. Bound to the cycles of the moons, they are victims of the oldest known Curse to blight Pannotia. Unlike the calculating, cold nature of Vampires, Werewolves are creatures of raw emotion and explosive, shape-shifting violence. They walk a razor-thin line between mortal logic and primal instinct, constantly fighting to dictate whether they are a human burdened by a beast, or a beast wearing a human face.

Abilities and Powers

All Lycans, regardless of their Great Pack, possess a set of universal abilities known as Core Mechanics. These fundamental traits are inherited directly from the original Lunar Curse, and as such, define the universal rules and abilities shared by all Lycans, while every Lycan will possess further powers inherited from their Great Pack, detailed further below.

Core Mechanics
Name Description
The Hound’s Heart Lycans are extremely difficult to kill; once Incapacitated, Lycans are immune to further damage or harm. If they would be fatally struck, they instead enter a 24 hour coma, recovering all HP afterwards. Only curing them during this time enables them to be slain permanently. However, Lycans from any Great Pack other than Seidrvargr cannot have any points in Mystic, nor utilise Mystic schools.
The Sisters’ Song Every ninth night, Pannotia's moons align into the Conjunction. For the duration of the night, all Lycans experience the following effects:
  • They are forced into the Beast's Blood transformation.
  • They are unable to speak or retreat from combat, and will often attack with little prompting.
  • Anyone Incapacitated by a Lycan during this window is killed upon reaching 0 HP unless an ability prevents it.
  • They gain a +4 to all Attributes for the duration of the night, empowered by the moons.
The Hunter’s Hide Dropping to all fours, the Lycan assumes the form of the Hunter, a purely quadrupedal form used for the pursuit and harrying of fleeing prey. In this guise, they gain +2 blocks of movement each turn, with further mechanics and unique appearance according to their Great Pack. Abilities under The Hunter may only be accessed while in this form.
The Beast’s Blood Rising tall, the Lycan assumes the mantle of the Beast, a towering, bipedal hybrid. This form is forged for power and combat; however, the exact nature of this form and the weapons it brings to bear vary immensely by their Great Pack. Abilities under The Beast may only be accessed while in this form.



Great Packs

The curse is universal, but its expression is not. For countless centuries, the Lycan world has been defined and divided by the bloodline of the Great Packs. These five distinct lineages - Järnhamr, Blodfeldr, Vildjakt, Eldskarn, and Seidrvargr - each represent a unique, fundamental mutation of the ancient Lunar Curse. To be born into a Pack is to inherit not just a set of physical powers, but a rigid philosophical identity, a specific geographical homeland, and a destined alignment with one of Aesox's shifting moons. They are the bedrock of Lycan society and the lens through which every werewolf views their existence.

Järnhamr

The immovable wardens of the golden moon. They suffer from stiff, sluggish joints in exchange for impossibly dense, heavy hides and bones. In Beast form, their fur recedes to reveal thick, interlocking plates of brushed, antique gold bone and marrow, their massive form resembling an ancient, armored idol. This transformation turns them into unkillable, siege-breaking juggernauts that can casually shatter stone walls. Read more about them here!

Järnhamr Mechanics
Name Description Cost Action Type
Blood of Gold The Järnhamr bear the most immense resilience of all the Great Packs, able to withstand blows that would have killed their mortal selves prior to being Cursed, regardless of their form. However, this comes at the cost of speed, making them slow-moving titans; the Järnhamr gain +2 to Constitution, but suffer -1 to Dexterity. N/A Passive
The Hunter
Unstoppable Titans of immense weight and size, the Järnhamr are immune to knockback and prone. N/A Passive
Unrelenting Putting their bulk behind each blow, the Järnhamr can make powerful charges against their foes. They make an attack using their STR, dealing 1d6 damage. If they moved at least 3 spaces in a straight line immediately before making the attack, they may roll STR attack vs STR defence, knocking the enemy prone on a success regardless of whether the attack itself hits. This can also be used to force open non-iron doors. N/A Attack
The Beast
Bulwark’s Hide Due to their uniquely durable hide, the Järnhamr have 1 point of permanent damage reduction for every 4 points of Constitution. N/A Passive
Bulwark’s Impact Bringing their colossal fists to bear upon their foes, the Järnhamr may strike with enough force to unbalance. They make an attack using their STR, dealing 1d10 damage. If this hits, the target suffers -2 to their next attack roll. N/A Attack
Bulwark’s Bastion Acting as a living shield for two turns, the Järnhamr can intercept all Attacks intended for allies within melee range, redirecting the attacks onto their own resilient frames. During this period of defensive focus, they cannot unleash any attacks of their own. Once per Combat Action


Blodfeldr

The runaway slaves and reckless berserkers. They are violently rejected by their kin, and refused recognition as a Great Pack. Their metabolism runs feverishly hot, burning away their physical constitution to fuel impossible muscle mass. They are blood-drunk brawlers who dive recklessly into combat, taking catastrophic damage only to instantly knit their flesh back together as they mutilate their targets. Read more about them here!

Blodfeldr Mechanics
Name Description Cost Action Type
Blood of Sulfur The Blodfeldr's core is a furnace, their feverish metabolism fueling impossible muscle mass. They gain +2 to Strength, but their frenzied state clouds their mind, incurring -2 to Scrutiny. N/A Passive
The Hunter
Craven Stride Even when shackled by restraint, the Blodfeldr’s primal need for motion breaks through. If unable to move, they may choose to move anyway at the cost of 2HP. 2 HP Passive
Craven Bite The Blodfeldr makes a reckless, tearing STR attack, dealing 1d8 damage. On a hit, their jaws lock onto the target. If the target leaves melee range within the next turn, the Blodfeldr deals 1d8 damage automatically instead of making an opportunity attack. N/A Attack
The Beast
Crimson Feast The Blodfeldr sustain their fury on the carnage, knitting torn flesh back together as they feast on spilled blood. Blodfeldr heal for half of all damage they deal, with a minimum of 1 for any damaging attack or ability. N/A Passive
Crimson Jaws Tearing at their target’s throat, the Blodfeldr makes a STR attack, dealing 1d14 damage. If this reduces a target to 0 HP, they are slain, and the act of consumption instantly replenishes all HP for the Blodfeldr. N/A Attack
Crimson Frenzy The Blodfeldr may descend into a rabid rage for 2 turns. During this time, they deal 1d6 extra damage with Crimson Jaws, and gain Advantage on all attack and damage rolls. When used, they must make an immediate attack with Crimson Jaws if a target is within range. At the end of the duration, the Blodfeldr becomes Dazed until the end of their next turn. Once per Combat Action

Vildjakt

The archetypal Lycans, deadly hunters. They are restless, feral, and easily distracted by their instincts, but possess terrifying speed and agility. They excel at chasing down fleeing prey by the scent of their blood, hamstringing them, and systematically tearing them apart in a rhythmic, skirmishing frenzy. Read more about them here!

Vildjakt Mechanics
Name Description Cost Action Type
Blood of Mercury The Vildjakt embody restless, feral instinct, sacrificing mental focus for terrifying agility. They gain +2 to Dexterity, but suffer a penalty of -2 to Scrutiny. N/A Passive
The Hunter
Predator's Prowl The scent of wounded prey drives the Vildjakt’s chase into a blur. For each enemy that has been reduced to half or less of their maximum HP during a fight, they gain +1 block of movement. N/A Passive
Predator's Claws The Vildjakt makes a lightning-quick DEX attack, dealing 1d6 damage. On a hit, the target's limbs are hampered, and their movement is halved on their next turn. N/A Attack
The Beast
Venator's Bond The pack runs as one, their collective ferocity sharpening their individual strikes. For each allied Lycan in a fight, regardless of Pack, the Vildjakt gain +1 to attack rolls. N/A Passive
Venator's Rake The Vildjakt make a relentless, tearing DEX attack with their claws, dealing 1d8 damage. Upon rolling a 7 or 8 for damage, the wound is catastrophic, causing the enemy to take an additional 1 damage at the start of each turn until healed. This effect can stack. N/A Attack
Venator's Pounce Leaping across the battlefield, the Vildjakt close the final gap in a heartbeat. They may leap up to 10 blocks toward a target. At the end of the leap, they make an attack with Venator's Rake against each enemy in melee range. Once per Combat Action


Eldskarn

The youngest of the recognised Great Packs, acting as the anti-Vampiric inquisitors of the Lycan world. Noticeably leaner than their kin, they possess burning, unnerving eyes that miss nothing. When they shift, their lean forms become wreathed in a shimmering aura of silver moonfire, crackling like divine flame. Read more about them here!

Eldskarn Mechanics
Name Description Cost Action Type
Blood of Cinders The Eldskarn are the keen-eyed, celestial inquisitors, sacrificing earthly speed for an unnerving awareness. They gain +2 to Scrutiny, but suffer a penalty of -2 to Dexterity. N/A Passive
The Hunter
Searing Sprint Wreathed in silver flame, the inquisitor's pursuit cannot be impeded. The Eldskarn’s movement speed cannot be reduced, though movement can still be prevented entirely. N/A Passive
Searing Claws A purifying STR attack, dealing 1d8 damage. This strike carries a blazing power against the Eldskarn’s preferred foes, having Advantage when attacking Vampires or Undead. N/A Attack
The Beast
Burning Pyre The Eldskarn’s very hide crackles with moonfire, causing enemies who strike them in melee to take 1d4 damage. N/A Passive
Burning Maul The Eldskarn swing their searing claws in a STR attack, dealing 1d10 damage. On a hit, the wound is cauterized by silver flame, and the target cannot be healed by any source until the end of their next turn. N/A Attack
Burning Dawn Calling upon the Three Sisters, the Eldskarn summons a blinding flare of lunar light, making a SCR vs SCR attack roll for all characters within 10 blocks. On a failure, the light Blinds them and deals 1d8 damage. This holy blast inflicts Dawn's Bane on all Vampires within the area of effect, regardless of their roll. Once per Week Action


Seidrvargr

The smallest and most delicate of the Great Packs, they weave lunar magic into visceral violence. In human form, they are physically frail but possess immense magical conduits. Visually, their Hunter form is ghostly and semi-translucent, while their Beast form relies on devastating, spell-rending magical melee strikes, augmented by shimmering silver fur that crackles with faint lunar energy. Read more about them here!

Seidrvargr Mechanics
Name Description Cost Action Type
Blood of Silver The Seidrvargr are fragile conduits, trading mortal physique for raw power of the moons. They gain +2 to Mystic, but suffer a penalty of -2 to Strength. They remain the only Great Pack able to utilise Mystic schools. N/A Passive
The Hunter
Phase Walk The Seidrvargr’s form dissolves into a silver mist, moving through any obstacle. Can pass through occupied tiles, and does not trigger attacks of opportunity. N/A Passive
Phase Lunge Lunging forward with their jaws, the Seidrvargr strikes, augmented by their ethereal momentum. They make a MYS attack, dealing 1d6 damage. On a hit, they disappear to reform elsewhere, allowing them to instantly blink up to 3 spaces away. N/A Attack
The Beast
Lunar Conduit The Seidrvargr's spells are permanently infused with the light of Tath, the Silver Moon. All Spells apply Tath's Brand. N/A Passive
Lunar Rend Swinging their silver claws, the Seidrvargr may make a shearing MYS attack, dealing 1d8 damage. On a hit, if the target has Tath's Brand, the magic is consumed in a flash of searing light to deal an additional 1d8 damage. N/A Attack
Lunar Step Following the disappearing path of the Silver Moon, the Seidrvargr may close the distance to strike a marked foe. Blink to any target within 8 blocks that has Tath's Brand, without triggering an Opportunity Attack, and make an immediate strike with Lunar Rend. Twice per Combat Action

Becoming a Lycan

There are two methods by which an individual can become Lycan, one accidental and one intentional. The most common method of transformation involves surviving a predatory attack by a transformed Lycan. The Lunar Mark is transmitted exclusively through deep claw wounds that break the skin, injecting a nascent infection directly into the victim’s vitae. Unlike a mere bite, the curse requires the ritualistic severity of a clawing to take root. For a brief, twenty-four-hour period following the attack, the Mark can be neutralized if the victim's wounds are treated by someone with at least two points in Apothecary.

Failure to treat the wounds aggressively will see the Mark take full root in the vitae. The nascent Curse begins to systematically corrupt the host, rewriting their core biology to align with their new Pack. This agonizing process is a completely internal battle, defined by bone-deep tremors and a horrifying, clawing sensation from within that the victim must release. The internal battle is slowly and agonizingly lost, until aggression takes root in every part of their being, and they lose control entirely. The new-formed Lycan will always transform and immediately attack the nearest person. This means that purposeful Lycan infections require a strict, ritualistic treatment: the subject must be chained and be provided with an immediate sacrifice. This makes the intentional infection a difficult and costly thing for the infector as well as the infectee.

For those who willingly seek the Lunar Curse, a powerful ritual can be performed during the Conjunction - every ninth night, when Pannotia's moons align. This ritual requires the willing participant to stand beneath the aligning moons and be marked by a Lycan. The Lycan performs a deep, ceremonial clawing through the chest, transmitting the full, unmitigated Lunar Mark directly into the recipient's vitae.

The Mark bypasses the 24-hour treatment window and the ensuing transformation is immediate and catastrophic. The subject instantly undergoes the full, agonizing process of bone-shattering and physical overhaul as the curse takes immediate root. This is done during the Conjunction because the moons' intense magical influence mitigates the fatal shock of instantaneous transformation, increasing the chance of survival. The newly-transformed Lycan is immediately plunged into the uncontrollable rage of The Sisters’ Song, and must be dealt with as per the purposeful infection: fully restrained, and preferably with a sacrifice available.

Mental Changes

The mind of a Lycan is constantly subjected to the shifting of the moons. As the moon of their specific pack waxes, their instincts become louder, making them quicker to anger and prone to violent outbursts. Even in human form, a Lycan's thought processes become entwined with the Hunter's. They unconsciously size up the people in a room as threats or prey, naturally track the exits, and struggle with the urge to assert dominance in social situations. They develop a profound, almost supernatural sense of empathy and loyalty toward those they consider their "Pack," whether those individuals are fellow werewolves or chosen mortal companions.

The Lunar Curse fundamentally rewrites the Lycan psyche, creating a perpetual state of conflict between human reason and animal instinct. This internal struggle is often managed but rarely resolved, leaving the Lycan acutely sensitive to external stressors and the influence of the celestial bodies. The severity of this mental shift is directly tied to their personal philosophy - a Lycan who embraces the beast (a "Wild" Lycan) may find these predatory impulses integrate seamlessly, whereas those who desperately cling to their humanity often suffer from crippling anxiety, paranoia, and deep-seated self-loathing over their own instincts. This constant cognitive dissonance is the core psychological reality of living with Lycanthropy. Lycan instincts (anger, territoriality, violence) wax and wane in intensity based on the alignment of their Great Pack's moon. This celestial influence is not purely mechanical, but rather a profound psychological amplifier that makes self-control increasingly difficult as the moon approaches its peak influence. The Lycan mind operates with an innate "threat assessment" filter. They constantly and unconsciously size up all social interactions in terms of threat vs. prey, always tracking movement, exits, and social dominance dynamics. This makes relaxed social interaction almost impossible, as they are perpetually on guard. Lycans possess a shortened temper and a tendency toward explosive, non-verbal communication, such as snarls, growls, or physical posturing, especially when challenged. This instinctual shift means their emotional responses are often disproportionate and aggressive, rooted in territorial and dominant urges rather than human logic. Lycans experience a profound, nearly unbreakable bond of loyalty and empathy toward a chosen few (consisting, usually, of fellow Lycans) that supersedes all other mortal attachments. This intense psychological connection serves as their primary source of stability and a moral compass, making the protection and welfare of the Pack their highest priority. The concept of the "Pack" transcends biological relation; it is a deep, psychological anchor for the Lycan mind. This intense loyalty is a necessary survival mechanism, translating the deep-seated social structure of the wolf into human interaction. To a Lycan, the Pack is sacrosanct, offering protection, belonging, and a hierarchy that dictates their behaviour. Betrayal of a Pack member, or injury to them, is often met with a rage far exceeding any personal insult, as it threatens the entire foundation of the Lycan's self-identity and safety. This loyalty can be a powerful force for good or a destructive, violent tribalism depending on the morals of the Pack Leader.


Physical Changes

The Lunar Curse is a perpetual, physiological battle that fundamentally reconstructs the Lycan body, making their existence a constant strain even when they appear fully human. Unlike other transformations, Lycanthropy does not just grant power; it aggressively and painfully remakes the host's physical reality, demanding immense resources to maintain. Even when stabilized in a mortal appearance, the Lycan body remains metabolically and structurally compromised by the underlying transformation. This means that Lycans exhibit tell-tale signs linked directly to their Great Pack's specific mutation, detailed on their page. The transition into the primal self is an act of profound, visceral relief; a sharp departure from the grotesque, bestial spectacles depicted in mortal folklore. For many, their civilised skin functions as a restrictive, suffocating shroud, a persistent bone-deep agitation for liberation that is only resolved when fangs and claws finally breach the surface. This metamorphosis begins as a silent, internal upheaval, systematically rewriting the host’s physiology beneath the surface of the skin. The vitae, already saturated by the ancient Lunar Curse, surges outward in an explosive manifestation that pushes the body beyond its mortal constraints; limbs elongate and musculature expands, culminating in the terrifying emergence of a form that is utterly foreign and inhuman. Claws erupt from fingernails and jaws distend to accommodate a predator’s reach, while fur bursts forth from within the skin itself. To the Lycan, this evolution is the ultimate liberation; the mortal frame is often perceived as a claustrophobic biological tomb, leaving the host with no choice but to seek escape through the beast's blood. The resulting morphology varies immensely between individuals, as the specific mutations of their Great Pack dictate their final, harrowing appearance. Despite the inherent violence of the change, most Lycans possess a fierce, instinctual pride in their bestial forms, openly exhibiting their pack-specific traits as a visceral display of their identity. The Lycan's body is engineered for violence and survival, possessing an incredible capacity for rapid cellular regeneration. While this allows them to heal from mortal wounds in seconds, the constant biological destruction and renewal of cells is metabolically taxing. They require vastly more calories, protein, and nutrients than a normal human. This necessity dictates a highly active, often predatory lifestyle focused on securing immense amounts of food, preventing them from achieving the kind of passive, ageless existence enjoyed by Vampires. Lycans are not truly immortal. They do not possess the endless lifespan or absolute resistance to aging seen in Vampires. Instead, they live violent, vitalised lives. Their immense healing capacity mitigates immediate death, but the strain of the curse means they simply can't live a sedentary life. Their lifespan is not extended indefinitely, but rather their life is fundamentally harder, faster, and more dangerous, constantly pushing them toward high-octane physical conflict and resource acquisition.


Purging

The process for curing Lycanthropy is a brutal, agonizing alchemical purge. Highly specialized, silver needles are used to inject reagents designed to physically boil the lunar magic out of the bloodstream. Due to the nature of the ingredients and the specialized skill required, these reagents are expensive and difficult to obtain. Consequently, while the cure isn't cheap, it can be accessed by those of reasonable means, albeit with a not-insignificant financial impact. Furthermore, the cure is never guaranteed. The mortal body frequently suffers fatal systemic shock due to violently rejecting the magical extraction. Because of this high cost and immense risk, the standard legal practice across Aesox for dealing with captured Lycans remains permanent exile to the prison island of Nyxterra.

The Process

The process of purging Lycanthropy is a highly delicate and dangerous two-part process, requiring immense skill from the alchemist and the healer:

Preparation and Restraint: The Lycan must be forcefully restrained, often with heavy silver chains, as the pain induced by the process is excruciating and guaranteed to induce a violent transformation. The patient is often heavily sedated, though the efficacy of sedatives on a Lycan's hyper-metabolism is limited. The Extraction: Specialized, hollow silver needles - designed to withstand the extreme temperatures and pressures of the process - are inserted into the patient's major veins. A potent alchemical reagent, created from silver particulate, blood, and lunar salts is slowly injected. This reagent is engineered to react violently with the Lycan's bloodstream. The Purge: The reagent initiates a violent, systemic rejection of the curse. The Lycan's blood temperature spikes, and the magical energies attempting to sustain the curse are forced to the surface. The patient experiences intense, full-body convulsions, as the Curse within attempts to violently purge the magic. Silver-laced sweat pours from the pores. This stage is extremely risky, frequently causing fatal organ failure, hemorrhaging, or cardiac arrest due to the extreme convulsions. Stabilization: If the patient survives the purge, a second set of neutralizing reagents and healing are immediately applied to stabilize the now-magically-depleted body. The process leaves the victim physically and mentally traumatized, often requiring extended rehabilitation.

While the procedure physically eradicates the Lunar Curse, few Lycans manage to maintain their freedom because the psychological and societal structures that underpin Lycanthropy make true, sustained recovery nearly impossible. The cure leaves the former Lycan without the intense, supernatural "Pack Loyalty" that served as their primary moral and psychological anchor; stripped of their primal belonging and coping mechanisms, they are suddenly forced to confront years of guilt, violence, and predatory instincts with a now-fragile mortal mind. Furthermore, even if cured, a former Lycan is often viewed by human society with fear, paranoia, and legal suspicion, resulting in exile from their Pack, distrust from mortals, and a lack of the intensive, long-term therapeutic support needed to integrate back into a non-predatory lifestyle.

For many who have endured the severance of the Curse, a vestigial echo persists within the host’s rewritten biology. They are haunted by a persistent, bone-deep agitation - a phantom itching beneath the dermis that mimics the visceral quickening of a transformation that can no longer breach the surface. This ghost of the beast exerts a constant, albeit weakened, physiological pull to burst forth from the mortal shroud, leaving the survivor to suffer erratic shivers and sensory dissonance for the remainder of their natural life, unless these lingering echoes are systematically suppressed through further alchemical intervention.


Culture and Hierarchy

Lycan society, though unified by the ancient Lunar Curse, is a volatile and deeply fractured tapestry woven from primal instinct and philosophical debate. The foundational structure of their world is the Pack, a psychological and physical unit of survival that dictates everything from loyalty and morality to geographical territory. This structure is universally governed by the Ulveldst, the unchallenged Pack Leader, whose authority is absolute and won through ritual combat or profound display of strength and will.

For a Lycan, the Pack is the single most important unit of existence, serving as their primary psychological anchor against the chaos of the Lunar Curse. It transcends simple family or organization; it is a sacred bond, an intense, almost magical loyalty that replaces the typical human moral compass. Betraying the Pack is considered the ultimate sin, often punished by a violent, permanent exile known as 'The Lone Wolf's Fate.' The Pack’s philosophy, whether it leans towards human morality or feral instinct, becomes the rigid ethical code for all its members. This intense tribalism is both the Lycan's greatest strength - fostering unparalleled courage and unity in conflict - and its greatest vulnerability, often leading to destructive, internecine warfare between rival packs.

The most profound fissure in modern Lycan culture is the philosophical schism between those who embrace the Curse and those who reject it. "Wild" Lycans view the Curse as a blessing, seeing themselves as the rightful, apex predators of Aesox. They reject mortal laws, view human civilization as an artificial cage, and find freedom in the bloody, instinctual reality of the hunt, often operating in a state of perpetual, barely contained aggression. Conversely, the "Chained" Lycans desperately cling to their humanity. They adhere to mortal morality, view their transformations as a horrific burden to be managed, and struggle daily to suppress their instincts. This ideological clash is not merely academic; it is the root of bitter, violent conflicts, with Wild packs viewing their Chained brethren as domesticated cowards who dishonor the ancient curse.

Lycan culture has evolved distinct forms based on their environment. Rural Packs, such as the Vildjakt and Järnhamr operating in deep forests and frozen plains, maintain traditions much closer to those of a primal wolf pack. They claim vast tracts of wilderness, live in rugged, deeply spiritual communes entirely separated from human society, and rely on hunting game and occasionally raiding isolated settlements. In stark contrast, Urban Packs - often a necessity for the resource-intensive Blodfeldr and the strategic Eldskarn - have adapted to the concrete jungle. They operate more like highly organized crime syndicates or street gangs, claiming city districts instead of forests, running protection rackets, and navigating the criminal underworld to secure safe feeding grounds and avoid discovery. Their pack loyalty is just as fierce, but their methods are slicker, more discreet, and fundamentally more engaged with human systems.

Beyond the Pack itself, the Great Packs - Järnhamr, Blodfeldr, Vildjakt, Eldskarn, and Seidrvargr - instill a profound, pre-destined identity. To become part of a Great Pack is to inherit a specific philosophical outlook, a destiny, and a unique relationship with one of the moons. This identity shapes the Lycan's self-perception and their place in the world. For instance, the Eldskarn view themselves as holy crusaders, the dedicated scourges of the undead, and their culture centers around zealous purity and militaristic discipline. Conversely, the Seidrvargr are isolated and secretive, their culture steeped in arcane ritual and the fragile pursuit of hidden knowledge. This inherited Pack identity means that cultural unity across all Lycans is impossible; each lineage operates under a distinct banner, often viewing the others with a mix of respect, rivalry, or outright disdain.

The Lycan world remains a maelstrom of ceaseless contention, a landscape of perpetual, snarling fracture. Even beneath the rigid banner of a single Great Pack, individual smaller Packs often descend into relentless, internal skirmishes, their primal territorial urges constantly demanding dominance over adjacent hunting grounds. To transcend these blood-soaked, internecine boundaries and forge an alliance across the Great Pack lineages is an event of profound, cataclysmic rarity, achievable only when a threat so utterly existential - such as the relentless scourge of the Vampiric Incursion - presents itself as to demand a temporary, fragile cessation of hostilities. In all other moments, the packs exist in a state of vicious, ceaseless competition, constantly testing the strength and will of their neighbors.

History

The Primal Age (Pre-0 AE)

  • Millennia Prior: The Lunar Curse is widely considered the oldest supernatural affliction in existence, predating Human civilisation on the Aesoxian continent entirely. Its true origin is a heavily debated mystery, but it is deeply tied to the lunar cycles of Yan, Tan, and Tath. Long before borders were drawn, early Lycans claim the densely wooded and mountainous regions that would eventually become the nations of Holzweald and Solgardsborg. Governed purely by instinct and the shifting of the moons, they operate as the undisputed apex predators of the natural world.

The Great Migration & The Wilderness Slaughter (50s AE – 300s AE)

  • ~50s: As humanity migrates across Pannotia from Ortim, they push deep into the mid-Aesox region (modern-day Holzweald). This expansion violently intersects with ancient, established Lycan territories. Unprepared for the supernatural threat, human travellers face staggering casualties. Entire villages and merchant caravans are massacred by the relentless Vildjakt packs. The werewolves exhibit heightened, territorial aggression against these new settlers, fiercely defending their ancient borders from the encroaching axes and fires of civilisation.
  • 309 AE: The undisputed reign of the Lycans is challenged when a massive swath of hunting Werewolves inadvertently collides with the newly emerged Vampire progenitors, Silva Saharnikov and Lucent Grimshaw. The resulting skirmish is exceptionally bloody; while Silva is gravely injured, a number of revered Alpha Werewolves are slaughtered. This marks the first major, historically recorded interaction between the two curses, sparking a bitter, eternal blood-feud.

The Vampiric Incursion & The Eldskarn Awakening (300s AE – 1000 AE)

  • ~400s: In direct response to the growing Vampiric threat, a terrifying mutation of the curse manifests. The Eldskarn Great Pack emerges. Wielding silver moonfire to bypass undead resistances and hard-counter Vampire invisibility, they staunch the loss of Lycan territory, holding a brutal, fiery line against the encroaching covens.
  • 726: The first all-out war between the curses begins. A massive Vampiric vanguard, led by Silva Saharnikov, marches deep into the Holzwealdean wilderness. A staggering number of Lycan packs are slaughtered or driven from their ancestral homes, allowing Lucent Grimshaw to claim the territory and construct his dark fortress, the Dämmerthron.
  • 735 AE: Furious at the loss of Holzweald, a massive coalition of Lycans retaliates with a coordinated siege on Lucent’s new castle. The attack is a catastrophic failure; Lucent uses the fortress as bait while Silva ambushes from the treeline. During the chaos, Lucent captures an ancient, revered Lycan Alpha, dragging the beast into the deepest dungeons of the Dämmerthron for centuries of horrific experimentation.
  • Late 700s: Outraged by the loss of territory and manipulated by unseen Vampiric political strings, an Ulveldst named Hrolf the Spinesplitter unites thousands of Lycans in Solgardsborg. The colossal warriors attempt to claim the entire kingdom in open war. It takes a combined, desperate coalition of tens of thousands of Human and Fernmourne troops to break the pack and slay Hrolf - thinning the Lycan numbers exactly as the Upyr had secretly planned.

The Ages of Attrition, Chains, and Abominations (1000s AE – 1800 AE)

  • ~1100s: Seeking an edge, Silva Saharnikov escalates her war against the Great Packs. Her covens begin actively capturing werewolves, using arcane blood-magic to bind them as rabid, disposable shock troops. These enslaved Lycans are driven utterly mad, cementing a permanent, irreconcilable hatred between the two factions.
  • ~1300s: The horrific consequences of Lucent’s centuries of Dämmerthron experimentation and Silva’s reckless blood-bonding finally break free. Mutated escapees, their Lycan biology irreversibly tainted by Vampiric blood-magic, spread far and wide. Possessing a unique lunar alignment - unseen save for new Great Packs - but cursed with a hyper-accelerated, blood-thirsty metabolism, the Blodfeldr emerge as a volatile, rejected strain of Lycan. Shunned by the ancient Great Packs and hunted by the Eldskarn as abominations, they are forced into the urban underworlds to survive.
  • 1400s: Alchemical and magical cures for Lycanthropy are finally developed, but the process is dangerous and resource-intensive. Rather than curing the masses, Aesoxian nations implement a policy of extreme exile. Captured werewolves are banished to Nyxterra, a massive, heavily patrolled volcanic island designated as an inescapable natural prison.
  • 1537: A massive coalition pack, led primarily by aggressive Vildjakt Ulveldsts, lays siege to Old Ashton in the southeast of Galudon. They are annihilated by a joint force of Galudonian soldiers and freshly liberated Eiruks. This marks one of the last times a pack attempts a direct, unified military siege on a fortified human city, forcing the Great Packs to return to guerrilla skirmishing.
  • ~1600s: Hunted by human monster-killers, Saharnikov loyalists, and even the frenzied Blodfeldr, the fragile, magic-wielding Seidrvargr retreat deep into the hidden groves and magical leylines of Ellawren. They become exceptionally rare, often clashing with the local Elven populations and Lucent Grimshaw's hidden kingdom.

The Modern Era: Rebellion and Retribution (1800s AE – Present)

  • 1824: The Greymane Rebellion: Decades of forced exile to Nyxterra and encroaching borders finally boil over. In the north of Galudon, an Ulveldst named Ansel Greymane sparks a violent, highly organised Lycan Rebellion. The uprising proves that the Great Packs are no longer just feral beasts; they are coordinating across borders, communicating, and striking strategic human targets.
  • 1825/1826 AE: The Urban Syndicates: While the traditional Great Packs wage war in the wilds and the north, the Blodfeldr have completely entrenched themselves within the sprawling, industrialising cities of Aesox. Operating as highly volatile crime syndicates, they control the underworld, fighting a vicious, three-way shadow war against mortal authorities, Vampiric infiltrators, and their own unquenchable, blood-cursed metabolism.



Accreditation
Writers Bimberi, AWildRhia
Processors AWildRhia, Vulpes_Pulpes
Last Editor Bimberi on 07/16/2026.