I never knew my natural parents. My guardians never spoke of them, never seemed to know anything abouut them, never ever showed any curiosity. Thus my own curiosity was never satisfied. I dreamed - as most adoptive children do - that my birth parents were a great lord and lady, perhaps a king and queen. I dreamed that they would one day find me, take me away from my humdrum life, and anoint me as prince of a distant land.
I always thought I was different from the other children around me. I was faster, stronger and fiercer sometimes. I felt more of a kinship with the village dogs, particulary the major's vicious hunting dogs, than I did with human children.
Even then, at the age of ten, I had the inescapable belief that my mysterious heritage would set me apart from those around me. Three years later, with the onset of puberty, I realized I was right.
How I wish that I had been wrong...
- Anonymous
A Biological Survey
Werebeast Phenotypes
Werebeasts come in a
staggering number of
phenotypes, each
distinguished by its animal
form. During my travels, I have personally encountered evidence
of a baker's dozen, from the common
werewolf to the enigmatic wereraven. If
that were not enough, I have heard
credible rumors of roughly another
half-dozen varieties. This does not
include the scores of more-or-less
fantastical tales which describe
everything from werefrogs to wereelephants.
I have determined certain guidelines
as to what animal forms are viable. In
my experience, there is only one strict
prohibition: a lycanthrope neuerhas a
pure herbivore (plant-eater) as its
animal aspect. To my knowledge, this prohibition has never been broken,
and anyone who claims to have encountered a wererabbit or a werecow
has almost certainly been hallucinating, perhaps after an extended visit to
the local tavern.
For the vast majority of
lycanthropes, the beast within is a
carnivore, a creature that subsists on
the flesh of other animals. This
category includes werewolves,
weretigers, werejackals, and the like.
Though less common, certain
lycanthropes do assume the form of
omnivores, creatures whose diet
comprises both plants and animal
flesh. Examples include werebears and
wererats.
Whatever their diet, the majority of
animal aspects are mammals - furred,
warm-blooded, air-breathing, and
viviparous. This is not a hard-and-fast
rule, however. Several nonmammalian
creatures are worthy of note, including
the wereraven, the weresnake, the
werecrocodile, and the dreaded
wereshark.
For the record, I have personally
encountered lycanthropes with the
following animal forms: wolf, bat, boar,
rat, tiger, badger, bear, fox, shark,
crocodile, raven, seal, and jackal.
Other phenotypes which I believe to
exist, although I have not seen them
myself, include cats, snakes, coyotes,
lions, jaguars, walruses, and-may the
gods help those who sail the seas-killer whales!
Whatever their form or phenotype, werebeasts in the Ravenloft
setting share a common ability:
they can see in the dark as well as
any character with infravision.
Further, when the moon is full,
werebeasts can see as well as they
do in broad daylight.
Vulnerabilities
Lycanthropes of all types are daunting
foes. Magical weapons [of +1 or better
enchantment] can strike them and
inflict damage normally, but most
other weapons are useless against a
lycanthrope in its animal or man-beast
form; the wounds caused by a non-magical weapon heal almost
instantaneously.
When in human form, an infected
lycanthrope is as vulnerable to attack
as any normal man or woman.
Though this is not so for the true
lycanthrope. In my experience, a true
lycanthrope in human form may
appear to sustain a wound from an
ordinary weapon, but in reality suffers
no ill or lasting effects. The apparent
wound fades quickly, sometimes in an
hour or so, but the change is not
instantaneous. In this way, true
lycanthropes can maintain a ruse of
being normal humans. (Perhaps this is
for the best. I shudder to imagine the
ignorant hunter who might stab one
innocent after another, looking for the
one who fails to bleed profusely.)
Yet the situation for a would-be hunter of lycanthropes is far from
hopeless. Every werebeast has at least
one nonmagical vulnerability, one item
or substance which can bring about its
death. If common lore is to be
believed, no lycanthrope is immune to
silver weapons. While that may be true
in some mythical or distant realm, it is
not true in any land I have visited.
Rather, the vulnerability varies from
phenotype to phenotype, and less
frequently, from individual to individual
within a single phenotype. The
werebeast hunter who relies solely on a
silver weapon will inevitably face his
own grisly death, or worse.
Most phenotypes are susceptible to
some herbal concoction or naturally
occurring element (even those who
can be harmed by silver weapons).
While some of these compounds are
poisonous to humans, their effectiveness against specific lycanthropes is
unmatched. The slightest trace of the
appropriate compound, whether ingested or insinuated into a wound,
may be enough to slay a susceptible
werebeast instantly. Most lycanthropes
find the smell of their chemical
nemesis distasteful, although this reaction is not so strong that an individual
cannot suppress it if circumstances so
warrant.
A werebeast has a 75% chance of
detecting any trace of its chemical
nemesis in its food. if a piercing
weapon is coated with this sub-stance and subsequently wounds
the creature, the beast is allowed a
save vs. poison to avoid the fatal effects of the substance.
It remains for the DM to determine werebeasts' susceptability (if
any) to "common" poisons; those
substances that are poisonous to
human beings such as belladonna
or arsenic. One possible default rule
is that all werebeasts gain a +4
bonus to their saving throws against
these substances.
Below I have set out what I have
managed to learn about the
vulnerabilities of different phenotypes.
(While I recognize that other
werebeasts exist, I have not been able
to gain such information about them.)
Note that infected lycanthropes share
the same vulnerabilities as the creature
who infected them. Also note that none
of my statements below is categorical;
it would be unwise to bet one's life on
this information.
Werebat: The vast majority of
werebats are vulnerable to weapons
made of silver, as are werewolves. One
rationale I have heard put forward is
that the color and nature of silver
represents the full moon, which is a
frequent trigger for tycanthropes.
(Since not all lycanthropes have this
as their trigger, I am not totally
convinced of this, but I have nothing
better to propose.) Also note that
many werebats are vulnerable to the
herb skullcap.
Werebadger: I have encountered
only a few of these creatures, so I must
emphasize that my experiences may
not be representative of an entire
phenotype. However, those I battled
proved vulnerable to silver weapons.
Upon the advice of a Vistana (which I followed only with the greatest
reluctance), I tricked one werebadger
into ingesting poppy seeds. This
substance proved fatal to the
werebeast.
Werebear: Most werebears are
vulnerable to a cold-forged weapon,
provided the weapon is made of the
purest iron. The symbolic rationale for
this vulnerability seems to be that
cold-forging iron requires great
physical force, a characteristic that
also applies to werebears. In addition,
many werebears are susceptible to
belladonna, or "deadly nightshade".
(Regarding cold-forged iron:
According to the armorers I've consulted, most ordinary weapons are
made of low-grade steel. Pure iron is
rarely used, for it is softer than steel, it akes less of an edge, and it is less resilient. Thus, a would-be hunter desiring a cold-iron blade must commission
a blacksmith to create it. Furthermore,
most weapons are forged - beaten into
shape - when the metal is red-hot and
pliable. In contrast, cold-forged
weapons cannot be heated. The iron
must be beaten into shape while it is
cold. Obviously, this is a much more
difficult procedure.)
Wereboar: In general, wereboars are
vulnerable to spears made of
sharpened oak. The entire spear must
be free of any metal or stone
reinforcement; a metal spear point
renders the weapon ineffective. Natural
boars are sylvan creatures, and they
are most frequently hunted with spears
(thus the expression, "bleeding like a
stuck pig"). This seems to be the
symbolism for this vulnerability. As for
an herbal bane, many wereboars are
susceptible to camphor.
Werecrocodile: Perhaps because
they are relatively primitive creatures,
werecrocodiles are vulnerable to
primitive weapons. The majority can
be struck normally by cutting,
piercing, or bludgeoning weapons
made of flint. Flint weapons may have
wooden or other handles, so long as
the actual cutting edge, piercing point,
or place of impact is unreinforced flint.
Mandrake appears to be the herbal
nemesis of most werecrocodiles,
though I am uncertain whether any
singular part of the plant is
responsible.
Werefox: Surprisingly, most
werefoxes are vulnerable to
bludgeoning or piercing weapons
formed from the bones of any canine
creature (dogs, coyotes, wolves, or
jackals). I am intrigued by the
possibility that this is a form of
symbolic magic, since fox hunts using
dogs to chase and kill the prey are
common in several regions I have
visited. In addition to the weapons
described, many werefoxes seem
vulnerable to juniper berries.
Werejackal: Weapons made of
beaten copper are effective against
most werejackals. This soft metal is
rarely used for normal blades, so
copper weapons must be custom-made. I do not understand the
symbolism of this vulnerability. As for
other banes, some werejackals seem
extremely vulnerable to fennel.
Wererat: These fell creatures show
the greatest variation in their
vulnerability. Some are susceptible to
silver weapons, others to weapons of
cold iron, still others to implements of
wood or stone. This variability makes
these, perhaps the least powerful of
werebeasts, quite difficult to destroy.
They show similar variability with
regard to chemical susceptibilities.
There is no single chemical which can
be depended upon to harm any
significant proportion of wererats.
Wereraven: Most of these creatures
are vulnerable to weapons made of
silver, possibly for the same reasons
described for werebats. If these
creatures have an herbal bane, I have
not discovered it; wereravens do not
appear susceptible to any chemical
poison.
Wereseal (Seawolves): Weapons
made from the bones or teeth of
whales are particularly efficacious
against most wereseals, since carnivorous whales are among the natural
enemies of this animal aspect. In
addition, these fell creatures are
usually susceptible to amaranth.
Wereshark: The majority of, but
certainly not all, weresharks are
vulnerable to silver weapons. Most
others are susceptible to weapons
made of two materials: petrified wood
(whether the petrification occurs
naturally through age or magical
intervention) and flint. (Like
werecrocodiles, weresharks are
primitive creatures, and this is
reflected in their vulnerabilities.) I know only of one herbal nemesis for
weresharks: mangrove leaves.
Unfortunately, it does not appear to be equally effective against all members
of this phenotype.
Weretiger: Weretigers are frequently
vulnerable to cutting and piercing
weapons made from obsidian, a
resilient volcanic glass which can take
a lethal edge. If there is a symbolic
reason for this vulnerability, I do not
know it. In addition, many weretigers
are said to be susceptible to ginseng.
Werewolf: Most, but not all,
werewolves are vulnerable to weapons
made of silver. Solid silver is not
required; even a weapon coated with a
thin layer of this metal will usually
suffice. In addition, some werewolves
are highly susceptible to wolfsbane,
also known as aconite, a highly toxic
relative of horseradish.
Table 1: Summary of Vulnerabilities
Creature |
|
Weapon Vulnerability |
|
Chemical Susceptibility |
Werebat |
|
Silver (piercing) |
|
Skullcap |
Werebadger |
|
Silver |
|
Poppy seeds or oil |
Werebear |
|
Cold-forged iron |
|
Belladonna |
Wereboar |
|
Oaken spear |
|
Camphor |
Werecrocodile |
|
Flint |
|
Mandrake |
Werefox |
|
Canine bone |
|
Juniper berry |
Werejackal |
|
Copper |
|
Fennel |
Wererat |
|
Varied |
|
Varied |
Wereraven |
|
Silver |
|
Unknown |
Wereseal |
|
Whalebone, whale tooth |
|
Amaranth |
Wereshark |
|
Petrified wood or silver |
|
Mangrove |
Weretiger |
|
Obsidian |
|
Ginseng |
Werewolf |
|
Silver |
|
Wolfsbane (aconite) |
Table 2: Weapon Effects
1d10
Roll* |
|
Weapon |
|
Type Consequences |
1 |
|
Cold-forged iron |
|
-1 to hit |
2 |
|
Wood (choose a specific type) |
|
-1 to hit, -1 to damage |
3 |
|
Flint |
|
Weapon breaks on attack roll of a natural "1" (piercing or cutting weapon only; -2 to hit; -1 penalty to damage) |
4 |
|
Bone |
|
-1 to damage (bludgeoning weapon); weapon breaks on attack roll of natural "1" (piercing weapon) |
5 |
|
Copper |
|
-2 to hit, -1 to damage |
6 |
|
Bronze |
|
None |
7 |
|
Lead |
|
Bludgeoning weapons only |
8 |
|
Silver |
|
None |
9 |
|
Obsidian |
|
Cutting weapons only |
10 |
|
Gold |
|
-3 to hit |
*To determine a new werebeast's vulnerability at random, roll 1d10.
The special weapons used to combat lycanthropes present their own set of difficulties.
For example, characters who attack with cold-iron weapons incur a -1 attack roll penalty.
That's because cold iron can't hold an edge as well as steel. Copper is even softer,
increasing the attack roll penalty to -2 and carrying a -1 penalty to damage. Since these
weapons are custom made, their cost is whatever the blacksmith wishes to charge (i.e., "as
much as the market will bear").
Spears or other piercing weapons made of pure wood, without metal or stone tips or
reinforcement, have an attack roll penalty of -1. Such weapons also carry a -1 penalty to
damage.
Flint weapons have fragile edges and points. They carry a -2 attack roll penalty and a
-l penaity to damage. Furthermore, each time a character uses a piercing or cutting
weapon of flint, a natural 1 on the attack roll means the weapon has broken, and is useless.
This rule does not apply to bludgeoning weapons, however.
Bones are lighter than the materials normally used for bludgeoning weapons. Large
bones can serve as clubs, but they carry a -1 penalty to damage. Bones also can be
sharpened and used as piercing weapons. They're brittle, however, and will break if the
player rolls a natural 1 on the attack roll.
The Transfiguration
The transfiguration is the process by
which lycanthropes change from one
form (or aspect) to another. It takes
approximately one minute, during
which time the creature is unable to
take any action whatsoever. It cannot
move, attack, or defend itself. It is
aware of its surroundings, however,
and can act appropriately the instant
the transfiguration ends.
During the transfiguration, the
creature's body is racked with
convulsions as its skeletal structure and musculature shift into their new
orientations. Observers can see the
bones and muscles shifting around
under the skin, a process which is
accompanied by a wet, tearing sound.
For true lycanthropes, the
transfiguration usually is an experience
of transcendent joy. For infected
lycanthropes, however, it is one of
mortal agony. Because of this, true
lycanthropes are quite likely to hold on
to any objects or equipment they
happen to be carrying during the
transfiguration while infected
lycanthropes are more likely to drop
whatever they hold.
During the round in which it
transfigures, a werebeast loses any
Dexterity bonus to its AC. further
more, it cannot use a shield.
Characters who attack a transfiguring werebeast gain a +2 bonus on
attack roils.
The sight of a werebeast
undergoing a transfiguration is so
dreadful that anyone witnessing it is
subject to a horror check. If the
creature is transfiguring into a
particularly powerful beast or man-beast form, a fear check might also
be required, at the DM's discretion.
Infected lycanthropes must save
vs. death magic to avoid dropping
anything they are carrying.
Clothing and Armor
While the transfiguration changes the
form of a werebeast's body, it
obviously does not transform the
creature's clothing or equipment. In
most cases, the man-beast form is
larger and more heavily muscled than
the human aspect. Depending on the
particular phenotype, the
metamorphosis from human to animal
form may involve either an increase or
decrease in overall size. For example,
awererat's animal aspect is smaller
than man-sized, while a werebear's is
larger. This size differential will determine what effect the transfiguration
has on any clothing or armor worn by
the creature.
If the transfiguration decreases the
creature's overall size, then clothing
and equipment pose little
inconvenience. Elaborate clothing or a
complex suit of armor might
momentarily limit a much smaller
aspect's freedom of movement - a two-foot-long rat is almost caged in a suit
of plate mail, for example - in all but
the rarest instances however, the
werebeast can quickly free itself from such impediments. [At the DM's
option, this may take an additional
round.]
But what if the new aspect, the one
into which the creature is transfiguring,
is larger than the one that donned the
accoutrements? With all but the most
robust and confining clothing, there is
little problem. The force with which the
skeletal and muscular changes occur
is almost always sufficient to burst any
ciothing at the seams. This happens so
fast that the creature is not discommoded, since the torn fragments
simply fall away.
Such is not the case with all armor,
however. Suits of armor are obviously
more robust than normal clothing;
they are designed to withstand abuse
as well as to resist being torn away.
So resilient are most types of armor
that they can cause significant harm
to a werebeast unwise enough - or
unlucky enough - to change into a
larger aspect while wearing them.
Generally speaking, the more
protection a suit of armor provides, the more damage it can inflict on the
werebeast wearing it.
When a werebeast changes back to
human form, it will almost invariably
be naked. The experience of returning
to one's self, naked, bruised, and in a
strange place, is often the first clue to
an infected lycanthrope of his
affliction.
Calculations for constriction
damage caused by armor are
optional. Damage occurs during
the round in which the transfiguration takes place. (Note that
this damage is not healed during
the transfiguration.) At the end of
that round, the armor fails away:
straps and the like tear, or the
armor bursts asunder at the seams.
There is no saving throw against
this damage.
Table 3: Constriction Damage
Armor Type |
|
Damage (hp) |
Leather/padded |
|
0 or 1 |
Studded leather/ring mail |
|
1d2 |
Scale mail |
|
1d3 |
Chain mail |
|
1d4 |
Splint/banded mail |
|
1d3+1 |
Plate mail |
|
1d4+1 |
Damage and Healing
The transfiguration is a process by
which the entire body modifies itself to
conform to a different pattern or
standard. Since this standard describes
an unwounded, whole body, it should
come as no surprise that the
transfiguration can effectively cause
cuts and contusions to vanish.
Whenever a lycanthrope changes form,
it heals a significant proportion of any
wounds it has suffered in its previous
aspect. In other words, if a wererat in
rat form suffers a laceration, it may be
able to heal that wound, at least in
part, simply by changing to its human
aspect.
I have heard tell that lycanthropes in
certain distant and mysterious lands
can heal by transfiguration only that
damage which they suffered while in
animal aspect, in other words, by
changing from animal to human form.
However, in the lands I'm familiar with,
any transfiguration will have salutary
effect. Note that lycanthropes will be
cautious when it comes to transfiguring
while in combat, even if they could
benefit from healing, because the
process briefly leaves them at the
mercy of their foes.
Each time an infected lycanthrope returns to human form, it
heals 10% to 60% (1d6 x 10%) of
any damage it has suffered since its
last transfiguration. The same rule
applies to true lycanthropes whenever they assume a different aspect.
DMs who wish to avoid a tittle extra
bookkeeping may rule that the
transfiguration heals 10% to 60% of
any outstanding damage, without
regard to when it was inflicted.
Note that reversion to human
form upon death is not the same as
transfiguration, and hit points are
not regenerated when this occurs.
Memory Loss and Retention
True lycanthropes suffer no memory
loss due to the transfiguration. Their
personalities are unchanged and their
memories unaltered, regardless of their
current aspect.
As mentioned earlier, they are even
totally aware of their surroundings
during the transfiguration itself. Would-be werebeast slayers who count on a
moment of disorientation or shock
immediately after their foe's
transfiguration are bound to be sorely
disappointed.
The situation with infected
lycanthropes is more complex. As I have discussed previously, an infected
lycanthrope in human form will
remember his actions in secondary
aspect vaguely at best. Those
memories will have the surreal,
indistinct characteristics of a nightmare
incompletely recalled upon waking.
Without other, more tangible clues
such as inexplicable wounds, few
victims of the dread affliction will
believe those memories are anything
but nightmares.
Further, even the transformation
itself cannot be clearly recalled. For
the present purposes, one should
consider an infected lycanthrope to be
in its secondary aspect from the
moment the first transfiguration starts
to the instant the second one ends.
Thus, he will not remember clearly the
torment of shifting to animal form or
back again... although faint echoes
of these agonies might be part of his
"nightmares".
For infected lycanthropes, memory
loss is unidirectional. In other words, a
werebeast in human form will not recall what he has done as an animal.
However, while the werebeast is in
animal form, he will remember
virtually everything that he knows in
human form, though bloodlust colors
his attitudes and sensibilities. This is
how an infected werebeast successfully
hunts down loved ones and enemies
alike; it recalls all pertinent facts about
its prey. Such knowledge includes any
precautions, tricks, and traps that the
prospective target may have
mentioned to the marauder while the
latter was in human aspect. Further,
the ravening beast recalls any
precautions that he himself might have
taken while in human aspect whether
or not the human suspected that his
own dark side was a thing to be feared.
I recall one particularly fateful case
in Darken. Unbeknownst to anyone,
including herself, a well-known and
well-loved merchant was an infected
wererat. When a mysterious,
marauding beast started to slay this
merchant's closest friends and
associates, the survivors asked for her
aid in protecting them. She helped
them design cunning tricks and traps
that should, by all rights, have kept
even the shrewdest intruder out of their
homes. Then the marauder penetrated
these security precautions as though it
knew everything about them... which
of course it did.
Eventually, the merchant began to
suspect the truth. So she set snares
and traps around the periphery of her
own home, hoping to trap herself while
in the form of the beast as she left the
building for her nightly rampage.
Although a cunning ploy, this also
failed, since her beast form
remembered all of the precautions she
had taken while in human aspect.
Eventually, she had no choice but to voice her suspicions to her neighbors
and ask them to lock her up at night.
Fortunately for all concerned, that was
when I came upon the scene. After
having tracked down the true wererat
that originally infected the woman, I was able to arrange for her cure.
The DM decides whether a deity
withholds spells from an infected
priest as punishment for the actions
of the beast within.
Effects on Character Skills
Some victims of pathologic
lycanthropy have learned specific skills
before they contracted the dread
affliction. For example, they may have
acquired prodigious weapon skills. Or
they may have learned how to wield
the powers of magic. How does the
transfiguration affect these skills?
As long as a victim of pathologic
lycanthropy is in human form, the
affliction has little effect on his skills.
He can wield his sword or cast his
spells as effectively as he did before he
acquired the infection.
While I have heard that certain
specific attributes are altered, this
seems to be rare. For example, those
skilled woodsmen known to some as
"rangers" frequently show unusual
degrees of animal empathy, being able
to calm wild beasts with their very
presence. This ability may evaporate if
the ranger is infected with lycanthropy.
Priests of the more beneficent gods
may find that their deities become
somewhat unresponsive. Once the
lycanthropy has started to manifest
itself - that is, once the individual has
transfigured for the first time - a priest
may find himself unable to acquire and
use the more potent types of clerical
magic. I suspect that this arises more
from the actions of the person while in
secondary aspect than from the simple
fact of his infection, however. Any
priest who acts against the tenets of
his faith will be punished, and the
actions of a transfigured lycanthrope
will almost certainly be against the
tenets of all but the most bloodthirsty
religions. Certain deities, especially
those who follow the precepts of forgiveness, might not exact such
penalties on their priests. I do not
know this for sure, however.
What, then, about skills acquired
through training and experience? Does
an infected lycanthrope retain these
special abilities even when he becomes
the beast?
In general, the answer is no. In
animal aspect, a lycanthrope's ability
to attack and to defend itself are those
of the aspect itself. It matters not
whether the victim is, in human form,
a sickly peasant or the mightiest
warrior in the world. In animal aspect,
both of these folk have the same
physical strength and combat skill
(assuming both are transformed into
the same phenotype, of course).
An infected lycanthrope does not
retain its human mentality when in
animal aspect. While knowledge of
facts is retained, all skills depending on
mental outlook and philosophy are lost
with the transfiguration. Thus, the
animal aspect of a spellcaster cannot
wield the powers of magic.
As noted, memory is maintained in
animal aspect, albeit possibly in a
modified form. (Otherwise the beast would not be able to evade traps set
by itself in human form, and could not
track down its victims using knowledge
of their habits and whereabouts.) It
thus seems logical to me that skills
based largely on factual knowledge will
be maintained in animal aspect. For
example, if a woman skilled in
heraldry becomes infected with the
scourge, she will retain her ability to
recognize coats of arms even while in
animal form.
What about true lycanthropes?
Since they were born as werebeasts
and surely will die as such, they have
no "previous skills" to lose. The issue
of what special skills a werebeast can
acquire is discussed in Chapter Three.
In general; all class-related skills
will be lost on transition to animal
form: a rogue's lock-picking and
climbing skills, for example, or a
warrior's combat skills. An infected
lycanthrope in animal form has the
abilities and immunities of the
werebeast that infected him. This
means his THAC0. AC, damage,
saving throws, hit points, and
special attacks and defenses are
those of the werebeast.
It's up to individual DMs as to
which nonweapon proficiencies a
lycanthrope retains in animal form.
In general, active skills - those that
require some degree of dexterity -
are lost, whiie passive skills
Involving knowledge and perception
are retained.
Diet
Infected and true lycanthropes differ
significantly in their eating habits and
dietary requirements. Thus, I shall deal
with each type of lycanthrope
separately.
Infected Lycanthropes
While in human aspect, victims of
pathologic lycanthropy experience no
significant change in their need for
food; it remains just as it was before
they contracted the contagion.
Although their preferences alter
somewhat, leaning more toward rare
cuts of meat, they can still subsist on
normal diets, and can extract
sustenance from fruits and vegetables.
As soon as infected lycanthropes
assume the shape of a beast, however,
things are very different. The creatures
will immediately try to eat their fill of
fresh, raw flesh. The amount required
varies by phenotype and matches the
requirements set out for true
lycanthropes below. (For example,
when an infected werewolf assumes its
animal form, it will start hunting for 20
pounds of fresh meat.) Very few
infected lycanthropes maintain their
secondary aspect for more than eight
to twelve hours, however, so the chance of starvation is slim. Once the
beasts become human again, their
need for flesh is diminished.
Nonetheless, infected lycanthropes that
retain their animatistic form for
extended periods could conceivably
starve if opportunities for killing were
limited.
Table 4: Diet of Lucanthropes
Type of Creature |
|
Estimated Requirement (Daily in Pounds) |
Werebat |
|
2 |
Werebear* |
|
50 |
Wereboar** |
|
20 |
Werecrocodile* |
|
50 |
Werefox |
|
5 |
Werejackal* |
|
20 |
Wererat* |
|
2 |
Wereraven* |
|
1 |
Wereseal |
|
50 |
Wereshark |
|
75 |
Weretiger |
|
50 |
Werewolf |
|
25 |
* Note that such a creature may also be
quite creative in fulfilling its dietary
requirements. I once observed a bear
who literally subsisted on thousands of
moths each day!
** Indicates scavenger.
True Lycanthropes
Regardless of phenotype, all true
lycanthropes must eat meat to survive.
Although they can eat vegetables and
fruit (and will do so to bolster their
masquerade while in human aspect),
they gain little nourishment or
enjoyment from doing so.
Some phenotypes can subsist on
previously killed prey, on flesh that has
been dead for hours or even days. This
ability matches the natural feeding
habits of the base phenotype. If the
animal form resembles a creature that
is naturally a scavenger - for example,
wererats, werewolves, and
werejackals - then the werebeast can
eat older flesh. If the animal aspect is
naturally a hunter - weretigers or
weresharks, for example - the
werebeast can gain sustenance only from flesh that is freshly killed.
Regardless, all werebeasts vastly
prefer freshly killed prey.
A wary hunter of werebeasts does
not confuse the need for a fresh kill
with the inability to stomach cooked or
aged meat, however. Even a weretiger
could enter an ordinary household and
dine heartily on a venison stew. While
the creature would gain no sustenance
from the meal, and might have to feign
any enjoyment, it would not be harmed
by the experience.
For werebeasts who assume the
form of animal scavengers, the
restrictions on what meat they can and
cannot eat is very similar to the
requirements of normal humans. Thus,
if meat is in a state fit for humans to
eat without serious risk of sickness, a
scavenger lycanthrope can also eat it.
Scavenger iycanthropes can and do
preserve flesh, using techniques
similar to those used by humans, that
is, spicing and salting. Such
techniques decrease the nutritional
value of the flesh, however, by a factor
of two. Thus, scavenger lycanthropes
must eat twice as much preserved
meat as normal. Even scavenger
werebeasts can never extract
sustenance from cooked food. Cooking
instantly and irrevocably destroys the
nutritional value of meat for a
werebeast.
As a general rule, a true lycanthrope
must eat an amount of flesh roughly
equal to the amount necessary to
sustain a natural specimen of its
animal aspect. For example, a two-foot-long giant rat would eat perhaps
two pounds of food each day. This
means a wererat must eat two pounds
of raw flesh each day to sustain itself.
Food other than raw flesh - or, in the
case of nonscavenger werebeasts,
other than fresh raw flesh - does not
count toward this total. Thus the
wererat would still have to eat two full
pounds of flesh, no matter how much
fruit, bread, and vegetables it
otherwise consumed.
From my own research and
encounters, I provide the following
estimates of food requirements for
different phenotypes. I must stress that
these are estimates: variation between
individuals may exist. Also, this does
not take into account the possibility
that certain werebeasts may prefer to
eat more than others.
The figures above represent my best
guess at aoerage requirements. A true
lycanthrope can go for up to four days
without suitable food before it begins
to suffer any ill effects. This assumes,
however, that it eventually makes up
for the food it has missed.
Note that even the wererat discussed
above will probably slay one animal (or
person) every day (or couple of days,
at least). Since it prefers fresh meat, it
will probably make a kill just to get its
two pounds of flesh.
All lycanthropes appear to prefer
human and humanoid flesh to that of
animals. This preference is not so
strong that the creatures cannot
override it when necessary, however.
They can derive sustenance from any
form of flesh (keeping in mind the
restrictions I have set out above, of
course).
Van Richten's estimates for dietary
requirements are quite accurate, but
he fails to answer several key
questions. For instance, how much
flesh can a werebeast glean from the
average man? From a goblin? For a
simple solution, use the following
guidelines in play: On average, a
man-sized victim yields 100 pounds
of flesh (including skin, marrow, and
organs). A creature classified as
"large" yields 150 pounds, while a
creature that is size "small" yields 50.
For each day beyond four that a
lycanthrope goes without sufficient
food, the creature loses one-eighth of
its hit-point total (rounded up). Each
day, it receives a saving throw vs.
polymorph to resist the day's loss.
Note that the toss is of one-eighth of
the creature's total normal hit points.
For example, a werebat whose hit
points usually add up to 24 is forced
to go without food. For the first four
days, it suffers no ill effects (except,
perhaps for an increasingly foul
mood). On the fifth day, and on each subsequent day, it must save vs.
polymorph or lose 3 hit points (one-eighth of its total).
Mote that a werebeast cannot
regain hit points lost to starvation
simply by changing form. (The
reverse is also true; obviously, a
werebeast cannot heal combat
damage simply by eating a square
meal.) Although magic can restore
the points lost to starvation, the mere
passage of time has no effect The
creature regains alt starvation points
as soon as it devours all of the flesh it
should have eaten up to that point.
Progressive starvation has another
consequence. A starving werebeast
has an increased chance of suffering
bloodlust. For each
day beyond four that the creature
goes without sufficient food, it suffers
a -1 penalty to its save vs. polymorph to avoid bloodlust. This
penalty vanishes as soon as the
creature makes up for all the time
that it's gone without sufficient food.
Life Span and Lifecycle
Unlike the undead creatures I have
studied, werebeasts follow a natural
cycle from birth to death. They are
born, they mature to adulthood, and
they eventually die of old age. As
noted below, however, this pattern
varies between infected and true
lycanthropes.
Infected Lycanthropes
When a person contracts pathologic
lycanthropy, his or her natural life span
is unchanged. Thus, a human blighted
with lycanthropy will rarely live past 75
or 80, while an elf with the similar
affliction might have to suffer it for half
a millennium or more.
To the best of my knowledge,
regardless of the age and maturity of
the victim, the animal aspect is always
that of a mature creature in the prime
of its life. (This quite obviously puts
the lie to that oft-quoted folktale that
an infected werewolf must only put up
with the affliction for 15 or so years,
after which time the wolf within will
have died of old age.) Whether the
victim is a youth or a centenarian, the
animal aspect is always powerful and
vigorous.
Does this mean, then, that an
infant - perhaps infected with the blight
while in the womb - may undergo the
transfiguration the first time it
experiences its trigger? Could a baby,
on the occasion of its first full moon,
become a ravening werewolf? Such is
not the case. In my experience,
infected lycanthropes will not undergo
the transfiguration until they have
reached puberty (at whatever age that
occurs for the species in question). Up
until this time, they do not react to the
trigger stimulus.
Why is this? I believe that the
infective agent insinuated into the
bloodstream requires its own trigger -
something to make it active.
Presumably, the vast physiological
changes of puberty provide such a
trigger.
According to many tales, infected
children do respond to their trigger
conditions in subtle ways. Rather than
transfiguring into the beast, they
exhibit a strong or inappropriate
emotional reaction to the trigger. Thus,
a child who will one day become a
wolf when the moon is full may
respond to a full moon with rather beastly behavior. In short, the child
may exhibit a monthly lunacy. As of
yet, I have found no direct evidence to
support this notion, however.
Other aspects of the life cycle -
sexual maturity, senility, and the end of
fertility - are all unaffected by the
blight of lycanthropy. Victims of this
dread affliction reach all these
signposts of life at the same ages as
others of their race.
It should be pointed out, however,
that the animal aspects never reach
such signposts. No matter how old the
human aspect, the beast form will
never grow senile, nor will it suffer
other visible or physiological effects of
aging.
Of course, some infected lycanthropes have a hybrid as their
secondary aspect. (They take the form
of a man-beast.) In that case, the
hybrid form shows the same outward
signs of aging as the werebeast's
primary form.
Statistics measuring the Strength
and Dexterity of common werebeasts in hybrid form are listed below. These figures, and the
accompanying notes on aging,
apply to any creature in man-beast
form, pathologic or infected.
True Lycanthropes
The overall life span of a true
lycanthrope seems to be
approximately that of the race which
its primary aspect resembles. Thus a
werebeast that can appear human will
have a life span of about 70 years,
while a creature that seems to be an
elf can live for over half a millennium.
I have been led to understand that,
in certain distant lands which I have
never had the chance to visit, the
offspring of true lycanthropes mature
quite differently from normal children.
(For example, wererat offspring reach
maturity in about two years.) This does not match my personal experience,
however.
Everywhere that I have had
occasion to visit, the offspring of true
lycanthropes always appear to be
normal human infants. Some, but not
all, exhibit some of the subtle bestial
characteristics described in a previous
section (see Chapter One), such as
slightly elongated forefingers.
Otherwise, children who inherit
lycanthropy grow and mature at the
same rate as others of their apparent
race or species.
Like infected children, the immature
offspring of true werebeasts cannot
change shape. The transfiguration is
beyond their grasp, and they remain in
human aspect. When they reach
puberty, however, the situation
changes rapidly.
At some point early in puberty, the
child undergoes its first transfiguration.
The exact moment cannot be
predicted, nor can the metamorphosis
be halted or controlled. Even the
aspect assumed is uncertain; the child
may become either the animal or the
man-beast (assuming the phenotype
exhibits all three aspects). Once
transformed, the child cannot predict
how long the change will last. For a
period measured in days, the child has
absolutely no control over its body,
which changes from aspect to aspect
randomly.
This period of uncontrollable
change tasts for 1d3+1 days.
During this time, the lycanthrope
changes aspect every 1d6 hours.
For each change, randomly determine which aspect it assumes.
Each time the lycanthrope
assumes its animal or man-beast
form, it must make a successful
save vs. polymorph with a -2
penalty to avoid bioodlust. (Bloodlust is described in detail later)
Without direct training from an
adult iycanthrope of identical
phenotype, there's only a 50%
chance that a young werebeast will
learn to control its shapeshifting. if
it fails this die roll (it only gets one
chance), its random changes
occur every 1d6 days (not hours).
It still has no warning when a
change is going to occur or which
of its aspects it will assume.
Understandably, this period is
terrifying for the young lycanthrope,
even if its parents have told it what to
expect. When in secondary or tertiary
aspect, there is a very real risk that the
creature will fly into bloodlust.
For obvious reasons, the parents of
a young true lycanthrope will find
some excuse for separating the youth
from human society before the onset
of puberty. In some secure location,
they will monitor the progress of their
offspring, helping it gain control of its
transfigurations. This training period
may last for days or weeks, depending
on the personality of the child, and the
care with which its parents try to teach
it [in other words, DM's discretion]. At
the end of this time, the creature will
have full control of its shapeshifting
ability, and will rarely (if ever) undergo
transfiguration without actively willing
itself to do so.
What about young lycanthropes
who are separated from their parents,
or those who may even be unaware of
their true nature? (I have known one
such case, an unfortunate child whose
adoptive parents were forced to slay
him when he became a wererat and
tried to kill them.) Without guidance,
it is possible that even an orphaned
child could learn to control its
transfiguration. The learning process
takes much longer without suitable
guidance, of course, extending from
days or weeks to weeks or months.
Some individuals can never learn how to control their transfigurations,
however. With time, the random shifts
become less frequent, but they never
completely vanish. For obvious
reasons, these individuals cannot
successfully masquerade as humans.
Neither are they accepted by their own
kind, and thus are doomed to solitary
(and usually short) lives.
Aging and True Lycanthropes
True lycanthropes never assume the
form of immature animals. Nor, in my
experience, is there such a thing as a
child-beast hybrid. When the first
change comes upon the creature, its
other aspects are fully mature in all
characteristics. This to not say that
time does not touch the true
lycanthrope, however. Unlike their
infected brethren, true lycanthropes
appear to age in all their aspects.
In animal form, the changes
wrought by age are largely cosmetic.
The fur on the animal's ears and
muzzle becomes whiter, the teeth
discolor, and the eyes become
steadily more rheumy and bloodshot.
Such aging reflects the relative age of
the creature's human form. (For
example, assume that the primary
aspect is a human with a life span of
80 years, and the animal aspect is a
wolf, with a life span of 20. When the
creature is 40 years old, its animal
aspect will resemble a 10-year-old
wolf.) Looks are deceiving, however.
The animal's actual speed and
strength seem to change only slightly
with age, if at all.
The man-beast aspect also appears
to age at a rate which is proportionate
to the human aspect's condition. In
time, patches of gray will appear in its
pelt, and the hair may even start to
thin. The eyes will become more
bloodshot, in this case, appearances
are correct. The man-beast's strength,
dexterity, and other characteristics are
affected by age, in much the same
way as the primary aspect.
Procreation
While I probably know more about this
fascinating subject than any other
expert, even my knowledge is
incomplete. Like most other creatures,
lycanthropes consider their procreative
behavior to be intensely personal, and
not a topic for public discussion.
Infected Lycanthropes
Whiie in human aspect, infected
lycanthropes will engage in the same
procreative behavior as uninfected
individuals of their own race. Fertility,
incidence of multiple birth, gestation
period, and similar factors are
unchanged. As mentioned in the
previous chapter, if the father of a
child is an infected lycanthrope, the
child will not automatically suffer the
affliction (unless the father subsequently infects it through normal
means, of course). If the mother
suffers the blight, however, so will the
child. It will share the same phenotype
and trigger condition as its mother.
It is interesting to point out that
infected females who are with child
become immune to their normal
trigger condition during the last third of
the gestation period. This seems to be
an adaptation designed to protect the
unborn child. Human females, then,
will not undergo transfiguration - no
matter what the stimulus - during the
final three months of pregnancy. As
though to make up for the lapse, the
first transfiguration after giving birth
may be particularly violent, and it will
always lead to bloodlust.
The woman automatical iy flies
into bloodlust on changing into her
secondary form, and must eat twice
her normal amount following her
first post-partum transfiguration. If
she survives this episode, she
reverts to her normal behavior
thereafter.
The effective Strength and
Dexterity of many man-beast forms
are listed below. Mote that some
infected lycanthropes may acquire
a man-beast form as their
secondary aspect (rather than an
animal). The rules stated here
apply to such infected creatures as
well.
As the man-beast ages, Strength
and Dexterity decline. Table 11 in
the Player's Handbook presents
three categories for characters past
their prime: middle age, old age,
and venerable. When a werebeast
shifts to a new category, its
Strength and Dexterity drop one
ranking (see Table 3: Strength, in
the Player's Handbook). Thus a
"venerable" werewolf has an
effective Strength and Dexterity
three notches below normal: 18/76
and 13, respectively.
Table 5: The Man-Beast in Ravenloft
Creature |
|
STR |
|
DEX |
Werebadger |
|
18/91 |
|
16 |
Werebat |
|
18/01 |
|
19 |
Werebear |
|
19 |
|
15 |
Wereboar |
|
19 |
|
15 |
Werecrocodile |
|
20 |
|
14 |
Werefox |
|
18/76 |
|
18 |
Werejackal |
|
18/00 |
|
17 |
Wererat |
|
18/51 |
|
19 |
Wereraven |
|
18 |
|
17 |
Wereseal |
|
20 |
|
16 |
Wereshark |
|
21 |
|
14 |
Weretiger |
|
21 |
|
18 |
Werewolf |
|
19 |
|
16 |
The Armor Class value
commonly given for each creature
reflects the benefits of the Dexterity
shown above. Any bonuses listed
for attack rolls or damage do not
reflect the figures above. Note that
the man-beast's natural weapons
(claws, teeth, etc.) are not affected
by Strength and Dexterity.
Although it would seem logical that
a female werebeast's first target after
giving birth might be her own
offspring, this does not seem to be the
case. Probably as the result of a prosurvival adaptation, female werebeasts
in their secondary aspect seem to
consider their own children off-limits
... so long as those children are also
infected lycanthropes. Children born
before their mother's infection, who do
not share the lycanthropic scourge,
often do become targets of her bestial
predations. (Of course, this willingness
to attack one's own offspring can also
be observed in infected males whose
children do not share their affliction.)
True Lycanthropes
There are some significant differences
in procreative behavior between true
lycanthropes and the human or
humanoid species they resemble.
Gestation period is unchanged; thus, a
female werebeast whose primary
aspect is human will carry a child for
about nine months. Many other
characteristics of procreation are
different, however.
For example, werebeasts reach
sexual maturity earlier than most
members of their "primary species".
This difference is not so great as to be
remarkable (as it would be if a young
werewolf were sexually mature at age
three, for example). However, if this
early maturity were allowed to become
known, it would qualify the offspring as
sexually precocious. True werebeasts
also tend to be more fertile than
members of the race they resemble.
And they have a slightly higher
incidence of multiple births. However,
none of these differences is great
enough to alert any but the most
meticulous (and suspicious)
researcher.
The offspring of a male and female
true lycanthrope will always be a true
lycanthrope of the same phenotype,
whatever conditions apply. I have heard strange tales of werebeast
societies in which males and females
only seek out their mates in hybrid
form, but I cannot confirm such
reports. Such behavior may be
ritualistic. Or perhaps it reflects a
societal perception of sexual
attractiveness. (Do not normal men
and women put their best face forward
to attract the opposite sex?) At any
rate, I know of no reason why any
aspect of the true lycanthrope should
be infertile, since each form is but a
natural extension of the same being.
As dreadful as it may seem, true
lycanth ropes do sometimes court
normal, uninfected humans or
demihumans. Such a union can lead to
the birth of a child. (It is for this reason
that I have characterized each variety
of lycanthrope as a phenotype rather
than a species.) The lycanthropic
condition of their offspring is discussed
in Chapter One.
Those who are well acquainted
with werebeast lore have no doubt
heard an occasional tale of the union
between two distinct phenotypes - a
wererat and a werewolf, for example. I have seen scant evidence of such
aberrant pairings; fortunately, true
werebeasts appear to have an
aversion to such behavior. I firmly
believe, however, that offspring will be
produced only if the corresponding
animal species - in the example above,
a rat and a wolf - would produce
young under normal circumstances.
Thus, only similar phenotypic species
can reproduce, werejaguars and
weretigers for example, or werejackals
and werewolves. The offspring of such
a union would reflect a mixed heritage
in all three aspects. Note that such
offspring would themselves be infertile;
they could not produce young of their
own.
Gestation and Birth: During the
first quarter of the gestation period,
female true lycanthropes are free to
transfigure into any of their three
aspects without any risk to their unborn child. After that, however, they
will not change into animal aspect
unless the only other alternative is
death. (I do not know categorically
what effect this change would have
on the unborn, but I suspect that it
might lead to a stillbirth.) During the
latter three-quarters of pregnancy, the
female limits her transfigurations to
human and man-beast aspects
exclusively. Dietary needs change as
the pregnancy progresses; after the
second month, the mother's appetite
is increased by one-quarter to one-half.
True lycanthropic mothers usually
give birth in the same form in which
their children begin life: human.
However, I have heard tell that the
pain of labor may induce a
spontaneous transfiguration into the
man-beast aspect. [The lycanthrope
must save vs. paralysis to prevent
this.] Perhaps for this reason, many
true lycanthropes prefer to bear their
offspring in private, lest a midwife
learn of their true nature. (On the
other hand, they may simply slay the
midwife after the birth.)
Lycanthropes recover from the
rigors of birth much faster than do
normal humans. They could be up and
around, fully functional, within minutes
of the birth, if this were necessary.
Most lycanthropes will feign the post-partum weakness (and sometimes
depression) exhibited by humans,
however, merely to maintain their
masquerade.
Rearing Young: True lycanthropes
show a somewhat schizophrenic
outlook with regard to their young, if
they can do so without personal risk or
significant hardship, they will usually
nurture their young until the offspring
have reached puberty and can control
their transfigurations. At this point, all
contact between parents and offspring
usually comes to an end. Before
puberty, the parents - predominately
the mother - will protect and educate
the children. Most werebeasts are stricter, more severe parents than are
the majority of humans. The difference
is rarely great enough to attract
overmuch attention, however.
It is important to note that few
lycanthrope parents will tell their
offspring the "facts of life" until the
children are old enough to understand
the importance of concealing their true
nature. Since the parents are hunting
throughout this period, it is not
uncommon for lycanthropic children to
be orphaned before they learn what
they are.
The attitude of werebeast parents
toward their children seems directly
tied to the parents' own security. Most
true lycanthropes I encounter are living
within (or at least on the outskirts of)
human civilization, masquerading as
normal humans. Typically, no one
suspects their true nature. Cunning
lycanthropes can maintain this facade
for years or even decades - possibly
not in the same locale, but by moving
on to a new village or town when the
focus of suspicion turns in their
direction. However, if suspicion does
start to focus upon them, true
werebeasts with young children will,
without a qualm, arrange it so that
their offspring are the next victims of
the "mysterious monster". This will
usually divert suspicion, at least for a
time, since few humans want to believe
that parents of any species could so
cold-bloodedly sacrifice their children.
Such is the nature of werebeasts,
however.
Even if children merely represent a
hardship, true lycanthropes are quite
likely to abandon or sacrifice their
young simply to make their own lives
easier. This may occur if the presence
of children hinders the parents' ability
to hunt or otherwise feed themselves,
or - if traveling is necessary - when
offspring would limit the parents'
mobility. This willingness to
contemplate and perform infanticide is
perhaps the most horrifying facet of
the lycanthropic personality, and the fact that most distinctly sets these
beasts apart from humans.
The preceding paragraphs focus on
lycanthropes that masquerade as
humans and thus infiltrate society.
Within the limits of my personal
experience, such creatures are in the
majority. However, there are also
werebeasts who prefer to exist in the
shadows beyond normal human
society. These creatures spend much
of their lives in man-beast or animal
aspect, assuming human form only
temporarily-when it would benefit
them on the hunt, for example. How
do creatures of this feral ilk handle
their offspring? Remember, such
offspring are born in human aspect,
and they cannot change form for more
than a decade.
Based on my personal knowledge,
lycanthropes of this kind use two main
strategies. One is simply to raise their
offspring themselves, carrying them
around in the wilds, succoring them
and educating them in the ways of
their own savage lifestyle. I believe
that immature lycanthropes raised in
this way are at the heart of many
legends of children who were raised by
wolves or other creatures.
The second strategy is simply to
abandon the offspring on the outskirts
of human settlements. In most cases,
of course, the foundlings will be
adopted by members of the
community who are unaware just how
feral such children really are. I have
no doubt that the true parents of
these monsters enjoy many a cruel
laugh at the humans who behave so
generously. For that generosity will, in
all likelihood, eventually be rewarded
by a savage and lethal attack.
If the lycanthropes choose not to
follow either of these options, they
seem no less willing to practice
infanticide than true werebeasts who
lead (or feign) a more civilized
existence.
Lairs
As I have hinted earlier, many true
lycanthropes dwell within human or
humanoid civilization or on its
outskirts, acting as societal parasites.
Some, however, choose to live in the
wilds, or perhaps in secret lairs
beneath the streets walked by
unsuspecting humans. And even
werebeasts that do reside within
human society may maintain secret
haunts elsewhere; lairs to which they
can retreat should their true nature be
in danger of discovery, or simply
because they need time alone.
Infected werebeasts do not typically
alter their habitat once they have
acquired lycanthropy, but they
maintain a home in the fashion of
others of their race. Thus, the
following discussions relate primarily
to true lycanthropes.
Town Lairs
Although they are not what most
people think of as lairs, the houses or
apartments occupied by werebeasts
within human society are worthy of
some attention. In general, a
lycanthrope's personality will be
largely influenced by its phenotype
(see the following chapter for further
detail). Since an individual's home will
usually be an outgrowth of his
personality, it follows that a lycanthrope's town lair will reflect its
phenotype.
In large part, or at least
symbolically, a lycanthrope's town lair
will resemble the kind of lair the
phenotypic animal would have in the
wild. (In other words, the town lair of a
werebadger will symbolically resemble
the lair of a real badger.) Other facets
of the creature's psychology might
also be reflected. For example, a
wererat will almost certainly have one
or more secret escape routes. And, if
at all possible, it will also have
arranged access to the sewers or the
local equivalent.
Despite such nuances in individual
taste, several characteristics are
common to werebeast lairs regardless
of the owner's phenotype. First, most
lycanthropes create at least one
concealed access to their town lair.
Werebeasts must frequently go out to
hunt. However, few are daring enough
to use the front door of their homes
each time they leave and return. At
any time, an observer might correlate
the creature's late-night jaunts with
killings or disappearances and
suspect the werebeast's true nature. A
secret passage helps eliminate this
risk. However, even a cautious
lycanthrope will sometimes leave by
the front door to embark on a hunt -
quite openly in fact, with some
believable excuse. In this way, it will
avoid suspicious patterns.
Storage is a common concern.
Those creatures who subordinate their
preference for fresh meat to the
convenience of having a supply must
create a larder. This larder must be
concealed; otherwise a visiting
busybody, with no suspicion of the
werebeast's true nature, might find the
half-eaten remnants of a vanished
neighbor. The werebeast also must
make provisions to prevent the
supplies from spoiling, which would
both render the food inedible and give
the werebeast's secret away with the
smell of corruption.
A town lair will typically be laid out
so the lycanthrope can negotiate the
doors, rooms, and hallways regardless
of what aspect it currently holds. (This
is more important for creatures like
werebears than for wererats, of
course.)
Allow me to describe the lair of a
werebeast I faced in Port-a-Lucine, a
town in Dementlieu. This individual, a
wererat, had resided in this town for
almost half a decade without anyone
growing wise to his true nature. In fact,
he held a position on the town council.
(Readers from Dementlieu may well
recognize the individual of whom I write, although for personal reasons I will not refer to him by name.)
Compilers' Note: And against my
better judgment, I'll accede to the
wishes of the good doctor arid my
sister and leave this vermin
anonymous despite later events the
doctor describes herein.
- LWF
This individual had commissioned
his small house to be built on the
Widow's Walk, the wide thoroughfare
that ringed the natural harbor.
Although the werebeast's human
aspect was slightly above average
size, the house's doors and corridors
were surprisingly narrow, and the
ceilings unusually low. The heads of
most visitors would brush the ceiling,
while the owner himself had to stoop.
I believe the reason for this was
psychological. As a wererat, he was
innately used to cramped, labyrinthine
warrens. Perhaps he even relished
them. Thus, the wererat built his house
in a fashion that made him feel most
at home.
Although the individual was relatively wealthy, he had little interest in
the finer things of life. His house was
far from empty, however. Instead, it
was full of knickknacks, predominately small and shiny things, items that were of no discernible monetary
or aesthetic value. While the individual
seemed to enjoy being surrounded by
these items, he evinced little emotional attachment to specific objects.
Unbeknownst to the builders, the
individual had located his house
directly over an abandoned branch of
the storm-drain system that ran
beneath much of the town. In his
private chapel, he had installed a
concealed trap door that gave him
direct access to this network of
underground drains. It was via this
route that he left his home to hunt. It
was also this storm drain that he used
as his larder.
Although the wererat had no true
religion, he had persuaded the
townsfolk that he was a fervent
follower of a particularly introspective
religious tradition. This tradition, he
explained, required him to practice
long hours of meditation and self-examination in the chapel included in
his house. He would always make a
big show of returning home for his
devotions as soon as the sun had set.
In fact, of course, he was preparing to
hunt.
For most individuals, this alibi would
have been sufficient, but this wererat's
cunning took it one step further. He
constructed a mannequin that
resembled himself, kneeling in prayer.
Every time he left his house at night to
hunt, he placed this kneeling
mannequin before the altar in his
chapel. Should any of his neighbors
spy in his window, they would see a
reverent man in rapt devotion.
Although I hesitate to boast, I must
admit that it was I who discerned this
individual's true nature. On the request
of certain townsfolk, I agreed to seek
out the source of the mysterious
depredations that had been bedeviling
the place for years. After much
research, I determined that the only
way the ravening creature could have
reached its prey was through portions
of the storm-drain system thought to have collapsed. Returning to ancient
records describing the system, I found
where the unused section ran. Lo and
behold, the only building that could
possibly have access to that section
was the house of the council member.
Proud though I am of my detective
work, the story did not end well. I found myself in a face to-face
confrontation with the werebeast, one
which I survived only through good
fortune. The beast escaped with its foul
life, and could well have since set up
housekeeping elsewhere.
Wilderness Lairs
Lycanthropes that eschew human
society make their lairs in the wilds.
"Socialized" werebeasts may choose a
wilderness setting as well, albeit for
other reasons (such as pleasure, a
place to hunt, or a place to mate and
raise offspring).
Like town lairs, wilderness lairs
reflect the nature and psychology of
the phenotypic animal. The
psychological element is frequently
more pronounced in wilderness lairs,
since the werebeasts are most
commonly in animal or man-beast
aspect while using them.
We had ridden forth, my friends
and I, for an enjoyable day of
hunting boar. We had our horses,
we had our beaters to drive the
quarry before us, and we had our
weighted spears.
The weather was perfect, and
luck seemed to be with us. We had
been in the saddle for less than an
hour when the beaters called that
they had seen signs of a fine boar in
the woods ahead of us. My
companions and I readied for our
sport.
We heard the cries of the
beaters, then a crashing from the
underbrush before us. The boar
burst into the clearing where we sat - a fine, muscular creature,
larger than any I had ever seen. ft
lowered its head and charged
directly at the legs of my horse.
Calming my mount with whispers
of encouragement, I steadied my
spear.
ft was a perfect thrust, I swear it.
The keen point should have
sheathed itself in the beast's flesh,
Just behind its shoulder - a killing
thrust indeed.
Yet, for some reason, the spear
point turned on the creature's pelt,
with the shaft wrenched from my
fingers by the impact.
And then the terror began...
- From the journal of Lord D'Arcy Penspot
Finding a suitable location for a
wilderness lair is often an exercise in
compromise. It must be at least
somewhat removed from human
habitation. (Otherwise, why have a
wilderness lair in the first place?) Yet it
must also lie close enough to suitable
sources of food (that is, near humans
or humanoids, for most werebeasts at
any rate). Wererats seem to have the
easiest time in meeting both these
criteria. They often make their
wilderness lairs beneath the streets of
a town or village, in the sewers or
storm drains. Despite the fact that they
are within the limits of a town, I qualify
these as wilderness lairs anyway
because they are distinct from human
habitations.
Security is also a major concern.
Most lycanthropes have little to fear
from normal hunters. If an unfortunate
woodsman encounters a werewolf, it
will probably be the last creature he
ever sees. Yet one day such an
interloper may survive and inform
others that a werebeast is close at
hand, and those others may be quite
capable of harming the lycanthrope.
Even within the most depressed and
fatalistic cultures, few villages would shy away from taking action against
a lycanthrope that had constructed a
lair nearby. For this reason, most
iycanthropes seek to conceal the
entrances to their wilderness lairs in
some manner. This is obviously much
easier for werebeasts with relatively
small animal aspects (wererats, for
example). White the interior of the lair
could welt be large enough to
accommodate the creature in human
aspect, the actual entryways may
block anything larger than the
phenotypic animal itself.
Some iycanthropes, it seems, build
their tairs to resemble the lairs of
natural animals of their phenotype.
(Thus, a werebear's lair might, at first
glance, be indistinguishable from the
den of a real bear.) This has both
advantages and disadvantages for the
creature. On one hand, it will draw
little attention from adventurers or
investigators who may be looking for
evidence of lycanthropic activity. On
the other, it might draw unwanted
attention from hunters who would
normally track and slay the
phenotypic animal, either for food or
sport. Many werebeasts disguise their
lairs as something else entirely - an
overgrown cave entrance, for
example.
An easy means of entering and
escaping the lair is very important.
Most lycanthrope lairs have a main
entrance, which is large enough to
admit the beast regardless of its
aspect. In addition, the lair features
several other escape routes, usually
well concealed. Depending on the
phenotype in question, some of these
routes may be accessible to the
creature only when in certain aspects.
Obviously, creatures with animal
aspects that are smaller than man-sized can benefit the most from this
technique.
The interior of a lair can vary
dramatically. Some that I have seen
are bare of any adornment and free of
any humanlike comfort. They are nothing but bare-walled caves,
resembling the dens of ordinary bears.
Other lairs look almost like human
homes in their decor - at least when
one is beyond the concealed entrance.
Such lairs may have simple furnishings and carpets made of woven grass.
Only rarely does a wilderness lair have
more elaborate furnishings, such as
ornately carved woods or artwork on
the walls. Lycanthropes who enjoy
such human-style luxury usually
establish it in town rather than in the
wilderness.
Like town lairs, many wilderness
lairs have some sort of storage area
for food. However, most wilderness
lairs have no provisions that can
preserve raw flesh for any significant
length of time. Thus, even the best-stocked larder will not significantly
decrease the frequency of a
lycanthrope's hunting.
Certain self-styled lycanthrope
hunters claim that traps of
unsurpassed cunning and lethality
protect all wilderness lairs. Judging
from my experience, such claims are
nothing but self-aggrandizement,
designed to make the hunters' own
actions seem more dangerous and
hence more valuable. This is not to
say that traps are never found,
however. I have personally visited
lairs that were protected by deadfalls,
concealed pits, and other rudimentary
traps. Only one was protected by
anything more sophisticated - in this
case, mechanical and magical traps
of disturbing efficacy. However, the
werebeast in question was atypical,
having learned the rudiments of the
mage's art. Just as few humans have
the skill to set up complex tricks and
traps, so too do few Iycanthropes. A
few werebeasts with greater
proficiency have somehow learned
the skills of the thief, the mage, or the
priest (which is discussed further in
the following chapter).