Thursday, July 5, 2018

Some lore and ideas concerning lycanthropes

Lycanthropes are an interesting part of D&D history. What follows are some ideas of mine for fleshing them out.

Vectors of lycanthropy. The vectors of lycanthropy have varied dramatically in different editions of the game. It may be the result of a curse, disease, heredity or a combination thereof. Different classifications of lycanthropy were first identified in Van Richten's Guide to Werebeasts, but only recently has their full diversity been uncovered. In an earlier post I tentatively outlined the different types of lycanthropes I identified.

Natural lycanthropes. Natural lycanthropes always inherit their lycanthropy and may change shape at will. They may or may not be able to transmit lycanthropy to others as a curse (as in 3e) or a disease (as in 2e) through their natural attacks. Even purely hereditary lycanthropes may still carry diseases like "filth fever" and "moon frenzy" depending on phenotype (as in 4e). In my post on lycanthrope types, I referred to these as type 1 lycanthropes.

Afflicted lycanthropes. Afflicted lycanthropes contract it as a curse, disease or both from another lycanthrope, in utero or later in life. They involuntary transform into beasts under the full moon and have no control over or memory of their actions in this state. 3e introduced a skill to let them learn to control their shape changing. In my post on lycanthrope types, I referred to these as type 2 and 3 lycanthropes.

Infected lycanthropes. Infected afflicted lycanthropes contract and spread lycanthropy like an infectious disease through their natural attacks (as in 2e and 5e). They may be able to trace the pathogen back to a natural lycanthrope (as in 2e) or be the only type of lycanthropy in the setting (as in 5e). Infected lycanthropes may be infected in utero and pass their infection to their bloodline. These descendants are truly unfortunate wretches and typically forced to live in the wilderness far away from any civilized folks who might hunt them down. In my post on lycanthrope types, I referred to these as type 2 lycanthropes.

Cursed lycanthropes. Cursed afflicted lycanthropes were the subject of a curse, such as that bestowed by a spell or the natural attacks of a cursed natural lycanthrope (as in 3e). Cursed lycanthropes do not transmit lycanthropy unless they are also infected lycanthropes (as in 2e). They may be able to trace their curse back to a natural lycanthrope (as in 3e) or only ever be the result of a curse (as in 2e), depending on the setting. Several spells have appeared in official books and 3pp that induce lycanthropy: curse of lycanthropy (Complete Divine), Belsameth's blessing (Relics & Rituals), wereform (Pocket Grimoire: Divine), etc. In my post on lycanthrope types, I referred to these as type 3 lycanthropes.

Curing lycanthropy. Numerous cures for afflicted lycanthropy have been provided in various editions. By far the most exhaustive list appears in the 3e The Complete Guide to Werewolves, collated from folklore and popular culture, which includes such cures as eating the heart of the lycanthrope that infected you and being struck with a silver knife three times on the forehead. Van Richten's Guide suggested unique cures for different manifestations of lycanthropy.

Uniquely cursed lineages. Perhaps the most tragic form of cursed lycanthropy is that of the kingdom Ossory cursed by Saint Patrick for rudeness. At the age of seven, each citizens will assume the form of a beast while retaining their minds. After seven years, they will resume human form... but seven years after that, the cycle repeats. Their king Vereticus is even worse off: he was rendered immortal and trapped in the form of a common fox.

Yennorks. Yennorks are lycanthropes born with a birth defect that renders them unable to change shape. They will remain trapped in the form of a humanoid or beast for the rest of their lives. While this may make them outcast among lycanthropes, they will be able to move freely among humanoid society or the beasts of the forest. However, their children are not any likelier to be yennorks themselves. They originally appear in the Discworld novels.

Weretouched lineages. Natural and afflicted lycanthropes may start families with humanoids who are not lycanthropes, though only yennorks do so with much ease. The lycanthropy may (or may not) dilute over generations of non-lycanthrope parentage, with only an occasional throwback. Such "weretouched" may demonstrate minor traits of their lycanthropic ancestry, such as animal empathy, resistance to non-silvered weapons, or even partially change shape. These appear in The Complete Guide to Werewolves under the name "wolfkin," in Eberron Campaign Setting under the name "shifters," and in Bite Me! Wereblooded under the name "wereblooded."

Polymorphic lycanthropes. While rare, it is possible for a single humanoid to contract multiple phenotypes of lycanthropy at once. Such an unfortunate individual will oscillate between its constituent forms during the full moon, marking it as obviously abnormal. Such lycanthropes appeared in the Magitech campaign setting for TSR's Amazing Engine.

Reverse lycanthropes. Some truly unfortunate afflicted lycanthropes may be trapped in the minds and bodies of beasts for the rest of their lives, only resuming their humanoid selves during the full moon.

Lycanthrope beasts. While it is not as well known as the humanoid variety, beasts may contract lycanthropy. Beasts may only contract the form of lycanthropy that matches their species and it manifests differently than in humanoids. These lycanthropes will typically grow dramatically in size and aggression during the full moon. They only rarely assume the form (and intelligence, albeit feral) of a humanoid. There are no known examples of natural lycanthropes among beasts.

Weretouched beasts. Afflicted beasts may pass down lycanthropy or a diluted form thereof to their offspring. Such weretouched bloodlines may benefit from humanoid traits like heightened intelligence. The secretive societies of natural lycanthropes have been known to selectively breed such creatures. These appear in The Complete Guide to Werewolves under the name "vargulf."

Alternate forms. The capabilities of lycanthropes to change their form varies in fiction. In D&D they typically assume the form of their associated beast or a humanoid hybrid thereof. The Complete Guide to Werewolves refers to the hybrid form as the "lupocephalus" form. In White Wolf's Werewolf game werewolves have five forms, adding a buff hairy humanoid form and a dire wolf form. In C.J. Carella's WitchCraft, lycanthropes do not have fixed alternate forms but instead flow like water depending on the needs of the situation.

Vampire werewolf hybrids. In D&D vampires and werewolves are distinct creatures, whereas in folklore they were fairly indistinct. There are no official statistics for vampire werewolves, but third party products like Bastion Press' Out for Blood and The Complete Guide to Werewolves have introduced templates and prestige classes specifically tailored for vampire werewolves (here called some variation of the Greek "vrykolakas").

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