She was a charming lady, to be sure, and not at all the shy creature we had expected our old friend Edward to marry. Even though she was expecting, and very near her term, she showed mr an extraordinary degree of hospitality. Still, some memories of this visit were quite unsettling.
Here is one such example. You have no doubt heard that women who are with child may experience cravings for strange foodstuffs - pickled vegetables and the like. I was still surprised, however; when one night, unable to sleep, I was walking the house and found the lady, my hostess, in the kitchen, gnawing hungrily on a haunch of raw meat!
- From a letter penned by Rasten Fefoeg
The Pathologic Scourge
Pathologic lycanthropy, the
form acquired through a
werebeast's attack, is a
blight unequaled in its
horror. In this chapter I shall focus on the nature and stages of
this accursed condition, from its contraction to (the gods be willing) its cure.
Susceptibility
Though I have used the word "human"
to describe the primary form of
werebeasts, it is well known that the
so-called demihuman races also may
contract the scourge of lycanthropy.
Specifically, elves, half-elves, gnomes,
halflings, and dwarves are all susceptible to the fury of the beast. But what
about other races? Can they, too,
acquire this heinous affliction? It is an
interesting question, and one that
allows for no simple, straightforward
answer.
In theory at least, any living, fully
mammalian, intelligent creature that
matches the humanoid body form can
succumb to the dreaded lycanthropic
affliction. This is not to say that any
intelligent creature with two arms and two legs may be stricken. In my
estimation, creatures who are a great
deal larger than humans (such as
giants) do not acquire lycanthropy.
Further, creatures who are inherently
and highly magical seem immune, as
do beings whose biochemical
processes differ significantly from our
own (thus presenting a hostile environment to the contagion). Of late I have
begun to study certain fiendish and
otherworldly creatures who truly are
the stuff of nightmares, come to haunt
us in the day. They, too, appear to be
completely immune to lycanthropy.
Compiler's Note: Please see future
volumes of Dr. Van Richten's compiled
texts for these discussions.
- GWF
This immunity does not extend to
any of the more common humanoid
races, however, if my research is
correct, the following races are indeed
susceptible to lycanthropy: ores,
goblins, hobgoblins, kobolds, ogres,
bugbears, gnolls, and even the dark-natured elves, who dwell far below our
surface world.
These humanoid races do not
appear to be uniformly susceptible to
all werebeast attacks, however. To a
human or demihuman victim, the
phenotype of the werebeast who transmits the contagion does not affect
the viability of the disease. (A human
attacked by a werebear is no less likely
to acquire lycanthropy than a human
attacked by a werewolf.) In contrast,
other humanoid races appear more
likely to acquire lycanthropy from just one or more particular phenotypes,
while infected folk representing other
phenotypes are unknown to their race.
Often, the humanoid's own lore and
beliefs support this theory. Kobolds, for
example, are particularly fearful of
werebats. In my opinion, this fear is not unfounded, but it is the result of
actual experience. While I have never
seen a kobold take the shape of a wolf,
I have indeed seen several fall prey to
a werebat's assault.
The following table lists one or more phenotypes to which a major race is
vulnerable. (Note that these entries encompass racial varieties, such as derro
[dwarves], aquatic elves, etc.) If a member of the race is wounded by such a
lycanthrope, the odds of infection are as usual: 2% per hit point of damage
sustained.
The table also provides a "resistance percentage". This applies if a member
of the race is wounded by a lycanthrope not of the phenotypes listed. The DM
should roll 1d100 and compare the result to this percentage. If the roll is equal
to or less than the stated percentage, the usual process is used, based on a 2%
chance of infection per hit point sustained. If the roll is greater than the stated
percentage, however, the victim is immune to this particular lycanthrope (the
individual attacker, not the entire phenotype).
Susceptibility by Race
Race |
|
Infective Phenotypes |
|
Resistance Persentage |
Bugbear |
|
Werewolf, wereboar |
|
75% |
Drow |
|
Werebat |
|
95% |
Dwarf |
|
All |
|
- |
Elf (non-drow) |
|
All |
|
- |
Gnoll |
|
Werefox, werebear |
|
70% |
Gnome |
|
All |
|
- |
Goblin |
|
Werebat, wererat |
|
90% |
Half-elf |
|
All |
|
- |
Half-orc |
|
All |
|
- |
Halfling |
|
All |
|
- |
Hobgoblin |
|
Wereboar, wererat |
|
80% |
Human |
|
All |
|
- |
Kender |
|
All |
|
- |
Kobold |
|
Werebat, wererat |
|
95% |
Ogre |
|
Werebear, wereboar, werewolf |
|
65% |
Orc |
|
Wereboar, wererat |
|
70% |
Sahuagin |
|
Wereshark, wereseal |
|
55% |
Troll |
|
Werebear, werewolf |
|
50% |
Example: Two trolls are attacked by werebats - not a phenotype to which
trolls are specifically susceptible. The resistance percentage for trolls is 50%.
Each troll is attacked by one werebat. The DM rolls 1dl00 for "Troll A", with a
result of 45. Troll A is susceptible to the specific werebat attacking it, and its
chance of contracting lycanthropy is 2% per hit point of damage suffered. For
Troll B, however, the DM rolls 70. This troll is totally Immune to infection from
the werebat currently attacking it. Should the werebat attacking Troll A switch its
attention to Troll B, however, the DM would have to roll dl00 again for Troll B.
Vestiges of Race
Somewhat predictably, an infected
person's race can affect the
appearance of the werebeast's
secondary aspect. For example,
lycanthropes of races that possess
certain special abilities or
characteristics might retain those
characteristics even after
transfiguration.
Below, I have set out what little I have learned about this topic. Note
that these observations are far from
exhaustive, and far from categorical. I may well be mistaken on several of the
points raised, or perhaps the situation
is more variable than I currently
believe it to be.
Bugbear: To the best of my
knowledge, infected bugbears have no
unusual characteristics in animal or
hybrid form.
Drow: It would seem that drow lycanthropes retain something of their resistance to magic, regardless of form.
All drow lycanthropes have an
innate 25% magical resistance
while in animal or hybrid form. in
drow form, they have the standard
magical resistance described in the
Monstrous Manual tome (50%
plus 2% per level).
Dwarf: Lycanthropic dwarves retain
their ability to detect sloping passages,
regardless of the aspect they hold.
They also retain their bonuses to
saving throws vs. magic and poison
(if any), per Table 9 of the PHB.
Elf: In any form, infected elves
appear highly resistant to sleep and
charm spells.
Regardless of their aspect,
infected elves are 90% resistant to
sleep and charm spells.
Gnoll: No "gnollish" traces are
apparent.
Gnome: The animal or hybrid form
of an infected gnome is generally
slightly smaller than the average for a
particular phenotype. This size differential seems not to exceed the natural
variability of werebeasts, however.
Lycanthropic gnomes also retain
their saving-throw bonuses (if any)
vs. magic, per Table 9 in the PHB.
Goblin: Like gnomes, goblins
infected with lycanthropy tend to
exhibit a smaller than average animal
or "gnome-beast" form. Again, this
differential is within the natural
variability among individuals.
Half-Elf: Nothing distinguishes the
infected half-elf from others of the
same phenotype.
Halfling: Halfling-based
lycanthropes are generally smaller
than the average for a particular
phenotype. However, this slight
difference is not a telltale sign of race.
Lycanthropic halflings retain
their saving-throw bonuses (if any)
against spells and poisons, per
Table 9 of the PHB.
Hobgoblin: No special hobgoblin
traits are apparent after transfiguration.
Human: Human lycanthropes have
no unusual characteristics (since this is
the race against which all others are
compared).
Kender: Kender-based lycanthropes
are generally smaller than the average
for a particular phenotype. As with
gnomes and goblins, this differential
falls within the natural variability
among individuals.
Kobold: Among members of a
particular phenotype, the animal or hybrid form of an infected kobold is
always smaller than average. This size
differential is slightly greater than
natural variability.
Ogre: An infected ogre in animal or
hybrid form tends to be slightly larger
than other members of the same
phenotype. The ogre werebeast also
seems considerably more resilient and
more resistant to damage.
Infected ogres gain an additional
Hit Die in their secondary aspect.
Orc: Lycanthropes based on orcs
appear to have no unusual
characteristics in their secondary
aspect, except, perhaps, an unusual
propensity for drooling.
Sahuagin: I've observed no unusual
racial traits.
Troll: Troll lycanthropes are generally
larger than average for their phenotype
when in animal or hybrid form. Also,
they seem at least partially able to
regenerate damage inflicted by weapons
to which the creatures are vulnerable.
Thus, werehunters might face the
daunting spectacle of a troll-based
werewolf spontaneously healing wounds
inflicted by magical or silver weapons.
Infected trolls regenerate 1 hit
point per round while in animal or
hybrid form. When they are
reduced to 0 hit points, however,
they are dead. (Their regenerative
ability isn't that good.) In primary
aspect, the normal rules apply.
Thus, they regenerate their normal
3 points per round, and can be
slain only by fire or acid.
Conservation of Phenotype
The vast majority of victims infected
with lycanthropy will match the
phenotype of the creature that infected
them. I have heard, however, of the
occasional "sport" - a case where this
"conservation of phenotype" is not
upheld. For example, a person infected by a werewolf might transfigure into a
werefox, or into a wererat, or into
another phenotype altogether.
Several explanations for such flukes
are possible. First, the number of cases
is so small (fewer than one in several
thousand) that this could well be a
mistake in observation. Second, it is
possible that the victims were actually
infected by two different lycanthropes.
(This is discussed under "Multiple
Infections" below.) And third, perhaps
the maledictive form of lycanthropy
was involved.
Conservation of Triggers
A person who acquires lycanthropy
from another infected werebeast will
share the same trigger condition as the
monster that defiled him. This is
common knowledge.
What, then about the victims of true
lycanthropes? True werebeasts traditionally have complete control over
matters of transfiguration, and thus
have no trigger condition. Where, then,
do their victims' triggers come from?
I propose that each and every lycanthrope, whether true or infected, has an
innate trigger condition associated with
it. However, this trigger is exhibited, or
"expressed", only by infected werebeasts. It is a fact that victims infected
by a particular true lycanthrope will
share the same trigger condition, which
argues to me that the infecting creature
passes it on as part of the affliction.
Furthermore, true lycanthropes who
are siblings pass on the same trigger
condition to their victims. This does
not mean, however, that a person
infected by a true lycanthrope can
expect to suffer the same trigger as
victims of that iycanthrope's parents.
The litter of two true lycanthropes may
carry the father's trigger, the mother's
trigger, or an entirely new trigger. It
seems inescapable, however, that with
any pairing of true werebeasts, all
resulting offspring will transmit the
same trigger condition.
Multiply Infections
Though rare, it is possible for a single
victim to be attacked by - and be
infected by - two or more werebeasts
of a different phenotype. Personally, I know of five such cases. For example,
both a werebear and a werewolf might
infect a person. What is the result of
such multiple infections? What animal
aspect does the victim assume upon
transfiguration?
It is interesting to note that virtually
no folktales or myths discuss this
matter, and those few which do mention the issue provide little detail. 1
know of only two exceptions. Both
tales originated from the same region
(Kartakass), but each presents a different solution to the puzzle. The first
story claims that a multiple infection
results in a deranged lycanthrope of
mixed phenotype (an unholy biend of
bear and wolf in my preceding example), which immediately and invariably
flies into bloodlust upon transfiguration.
The other tale asserts that the
phenotype of the last lycanthrope to
infect the victim is dominant, and that
the afflicted person will always transfigure into this phenotype, regardless
of the time elapsed between infections.
My own research has proved to my
satisfaction that the second tale is
closer to the truth. Even so, there are
complexities that are not even hinted
at by this story.
The fate of a person infected by
more than one phenotype appears to
hinge on a single factor: whether or not
the victim has undergone his first
transfiguration. If he has not, the last
contagion to enter the victim's system
becomes dominant. Specifically, it determines the phenotype of the victim.
Let us imagine, for example, that a
man is first infected by a werebear.
Soon thereafter, before the man has
ever changed shape, a werewolf attacks and infects him. The unfortunate
will take the form of a wolf (or man-wolf hybrid), not that of a bear.
This does not mean, however, that
the contagion transmitted by the
werebear has no effect whatsoever.
Though the man will never resemble a
bear, the trigger condition carried by
the werebear does apply. Instead of
causing a change to bear shape,
however, the trigger brings about the
transfiguration into a wolf (or man-wolf
hybrid). Thus a victim of multiple
infections will be susceptible to ail{he
triggers associated with the
lycanthropes that infected him, though
he will assume only the shape dictated
by the most recent infection. (Again,
this situation occurs only if the multiple
infections were acquired before the
victim's first transfiguration.)
And what if the victim is infected
after his first transfiguration? Once I deemed such multiple infections
impossible. In the overwhelming
majority of cases, an infected
lycanthrope simply cannot acquire
another version of lycanthropy after
the beast within has been unleashed. I have recently encountered an
exception, however. A werewolf first
attacked the unfortunate involved, and
he became a wolf at the next full
moon. Thereafter, he acquired a
second infection from a wereboar, with
the equinox as his trigger condition.
The victim responded to that trigger
too, becoming a boar, which was
subsequently slain with an oaken
spear, ending the boy's misery.
Note that an individual infected
multiple times need only be cured
once to be free of lycanthropy. It does
not matter how many times he was
infected. This is fortunate, considering
how arduous the curative process is,
and considering the unlikeliness of its
success. All lycanthropes that infected
the victim must be destroyed as part of
this curative process.
Infecting a True Lycanthrope
In my travels, several people have
asked me whether a true, or pathologic, werebeast attacked by
another lycanthrope would suffer any
effects akin to the infection that
humans suffer. It is an interesting
question, and one to which I do not
have a categorical answer.
In alt likelihood, such an infection is
not possible. I believe that any lycanthrope who attacks a true werebeast
will inflict physical damage, and that is
all. Yet, from time to time, folktales
spark my interest in the subject. I have
heard several stories concerning true
lycanthropes that do not have complete
control over their transfiguration. Like
other true werebeasts, these creatures
can change aspect at will. But sometimes they also will transfigure against
their will, in response to some external
trigger condition. They can regain
whatever form they wish - if not immediately, then within a score of heartbeats - yet even a momentary shift can
destroy a life-long masquerade.
Are these creatures true lycanthropes that have been partially infected by other lycanthropes,
contracting their attackers' trigger conditions? I cannot say for sure. Perhaps
the loss of control stems from another
cause entirely. Yet, it is an interesting
hypothesis, and one that I intend to investigate over the next several years.
Triggers
I have made something of a small
study into the conditions, or triggers,
that cause transfiguration in infected
lycanthropes. Such triggers typically
fall into two large categories, which I have dubbed "symbolic" and
"physiological".
Symbolic triggers are events that
have some allegorical or figurative connection to the nature of lycanthropy in
general and to the transfiguration itself.
Physiological triggers are events that
cause some change in the lycanthrope's
body - a change which in turn could
reasonably be expected to initiate a
more drastic physical alteration. Below I shall describe each category, as well as
those exceptional triggers which refuse
to comply with either definition.
Symbolic Triggers
Many of the so-called "symbolic"
triggers define or represent change.
They symbolize a transition, often
drastic, from one state to another. So
powerful and so magical is this
symbolism that when some facet of the
environment undergoes a change, so
too does the infected lycanthrope. An
archetypal example is a sunset or
sunrise - the transition from day to
night or from night to day. Sleep is
another symbolic trigger, for it
represents an altered state of
consciousness and the journey from
reality to the realm of nightmares.
However, not every symbolic trigger
represents a clear change from one
strictly defined condition to its
antithesis. Other symbolic triggers
reflect a more general change or
transition. For instance, in most lands
the changing phases of the moon
serve to measure the passage of time,
and the moon itself has often come to
symbolize passing time. Thus it should
come as little surprise to learn that a
particular phase of the moon acts as
trigger for many werebeasts.
According to popular legends, the full
moon is the archetypal trigger. I have
found, however, that virtually every
phase of the moon, from new to full,
through one-quarter waxing through
three-quarters waning, successfully
triggers certain werebeasts.
In like manner, other conditions
symbolic of passing time can act as
lycanthropic triggers. Some werebeasts
respond to changing seasons. Others
respond to astronomical events, such
as eclipses or the movements of
wandering stars. Even the first snowfall
or another "weather landmark" may
trigger a particular creature.
I must emphasize that in the
previous examples, the victim need not actually witness the symbolic trigger
for its effect to take hold. In other
words, the stereotypical werewolf does
not have to see the full moon to
become a ravening beast; the simple
fact that the moon is full triggers the
change. Thus, a werewolf could not
prevent disaster by locking himself in a
windowless basement for three nights
each month - unless, of course, those
locks were exceedingly secure.
Symbolic triggers also include
conditions or events which somehow
represent the death and destruction left
in the wake of a lycanthrope. Such
triggers are comparatively rare,
however (that is, few infected
lycanthropes respond to them).
Examples include seeing the color red,
which is symbolic of blood, or black,
which represents death. Other
examples are as follows: being plunged
into total darkness, which is again
symbolic of death; seeing or smelling
blood; seeing combat or other overt
violence; witnessing or experiencing
emotional or covert violence; and
passing through or by a graveyard.
I recognize that some of these triggers could alternatively be classed as
physiological events. For example, is
the scent of blood a symbolic trigger,
or does it stimulate the hunger of the
beast within and thus qualify as physiological? And is being plunged into
darkness symbolic, or is the natural
surprise and fear it enjoins the actual
trigger? I do not have all the answers.
Ultimately, however, such distinctions
do not appear as important as the
recognition that such triggers exist.
Physiological Triggers
Compared to symbolic triggers, these
conditions or events are more direct,
less metaphysical, and hence easier to
understand. Many of them engender
strong and clearly defined changes in
the body, even when that body is riot
infected with lycanthropy. For
example, both extreme fear and extreme anger are common
physiological triggers. Even among
normal humans, both conditions bring
about profound changes in the way the
body functions. Muscles tense, pupils
dilate, and the heart quickens its pace.
Breathing becomes shallow and rapid,
and blood is redirected toward specific
muscles or organs. In essence, the
body undergoes significant changes to
prepare itself for fight or flight.
It seems to me quite logical that
such profound changes can and do
trigger the transfiguration in some
werebeasts. Perhaps one of the natural
chemicals which flood the bloodstream
reacts with the infective agent, causing
it to initiate a metamorphosis. If my interpretation is correct, then the action
of such triggers can be explained solely
in chemical and biological terms.
Let us look at several other
common physiological triggers. Strong
emotions of any kind, as well as what
we may euphemistically label "intense
passion", cause noticeable
physiological changes in the body.
According to some sages, injury or
even intense physical pain causes the
body to release certain natural
painkillers into the blood. I see no
reason why any of these chemical
changes could not trigger the
transfiguration.
Perceptive readers will ask
themselves a question that counts
heavily against my arguments above: Why does each lycanthrope generally
have only one trigger?
I fear I have no answer. If, as I have
argued above, predominately chemical
processes trigger the transfiguration, it
would seem logical that all such
processes would trigger all lycanthropes. In other words, since fear and
anger have such similar physiological
effects, why are some lycanthropes
triggered only by one and not the
other? Why are so very, very few triggered by both? Obviously, there may
be much more to the matter of triggers
than simple chemistry and biology.
DMs can specify that any event
acts as a trigger, from reading a
book to being kissed, from hearing
a thrush chirp to being struck on
the head with a mallet. However, in
the interest of game balance,
Dungeon Masters should keep the
following points in mind.
First, if a trigger event is very
common (a sunset) or involves
large numbers of adept people
(mass combat), it's not likely that a
lycanthrope wilt survive for very
long, unless it's exceptionally
powerful. For example, if the local
blacksmith becomes a werewolf
every time he touches iron, it won't
take the local folk long to realize
that something's amiss and to do
something about it.
Second, if the infected lycanthrope is a player character, it's
doubly important not to saddle the
PC with a trigger that occurs too
often or can't be avoided.
Remember, each time the PC transfigures, the player loses control of
the character. Frequent trigger conditions can get frustrating very fast.
As a guideline, triggers for infected PCs should probably occur no
more than once or twice a month.
Other Triggers
I have recorded some trigger conditions that do not fit easily into either
the symbolic or physiological groups.
Some examples follow: seeing a particular animal, plant, or object; hearing
a particular sound, word, phrase, or
snatch of music; or casting or being
the target of a particular class of magical spell (frequently healing magic).
To focus on specific instances, if a
lycanthrope were triggered by sighting
its own phenotypic animal (for example, a werewolf sighting a wolf), that
would qualify as a symbolic trigger.
However, not all animal-related triggers
are so cut-and-dried. Where is the symholism involved in a
wererat transfiguring when it sees a sea gull (as was the
case with a merchant in Souragne)?
Similarly, if a lycanthrope were
triggered by a musical melody that had
great emotional significance for him
(perhaps bringing back happy or sad
memories of childhood), that would be
a physiological trigger. Yet I met one
unfortunate fellow who became a
raging boar each time he heard Vistani
violin music, despite the fact that he
had never heard such music before his
first transfiguration!
Lycanthropic Control
There are many folktales describing
how a true lycanthrope automatically
enjoys a form of innate control over all
those infected lycanthropes it creates.
These tales tell of ravening packs of
werebeasts marauding through the
countryside under the control of their
true lycanthrope master.
Although tales attribute this power
to all true lycanthropes, my own
research indicates that it is far from
universal. Certainly, some true
werebeasts seem able to enslave, or at
least guide the actions of, those
infected victims they create. But by no
means all, and perhaps not even the
majority, enjoy this dark ability.
For those lycanthropes that can
control their "infected progeny" (if I may use such a term), there seem to
be several universal characteristics of
this power. First, the true lycanthrope
can control its progeny only when
they are in secondary aspect. The
creature has no influence whatsoever
on their behavior while they are in
human form.
Second, the controlling werebeast
must itself be in its own secondary or
tertiary aspect - that is, animal or
man-beast - to effect such a control. I can only guess why this might be true,
a matter of perceived kinship perhaps,
but it seems to hold in all cases I have
investigated.
Third, the control seems very
tenuous. The controlling lycanthrope
can guide its progeny's actions only in
very general terms. It can prompt an
attack against a certain target, or
prevent one. It can keep its progeny
quiet and calm, or send them ravening
forth in a fury. Any more precise
control appears to be beyond the true
lycanthrope's abilities. As an analogy,
the controlling werebeast has about as
much control over its pack of progeny
as a trusted leader has over a mob of
humans. While such a leader can
direct broad, unfocused responses,
anything more specific is impossible.
These are the elements that all
examples of control have in common.
Now I shall discuss the factors that can
differ from case to case.
In some cases, the true lycanthrope
and its progeny can somehow sense
each other's presence. As soon as a
progeny creature transfigures into
secondary form, it can sense where its
creator is (as long as the werebeast is
within some reasonable range, such as
a handful of miles) and will head
toward its master at its best speed.
Similarly, the true lycanthrope can
sometimes sense when its progeny
have undergone a transfiguration, and
roughly where they are within the
same range limit. This ability obviously
makes it easier for the progeny to
gather into a pack. I would estimate
that this occurs in perhaps twenty-five
percent of cases where control exists.
In an additional five percent of cases,
this "locator sense" is unidirectional,
not bi-directional (in other words, the
progeny can sense their creator, but
not vice versa; or the creator can
sense its progeny, but not vice versa).
In certain rare cases, progeny will
feel a kind of inexplicable kinship with
their creator while both are in primary
human aspect. Even though the victim
does not know why, he will feel a
propensity to trust and like the
iycanthrope who infected him. Note
that this is a propensity only; unless the creator behaves in an appropriate
manner, the tendency will vanish over
time. I have heard of one case where
this propensity for trusting the creator
werebeast was as strong and wide-ranging as a charm spell. This is based
entirely on hearsay, however, and
could well be incorrect.
Further tales describe how certain
lycanthropes can trigger the transfiguration in all their progeny. The way
most tales describe this ability, the true
werebeast must be in the presence of
its progeny, and then it simply has to
will them to change. I have come to
the conclusion that this is totally incorrect. No werebeast that I have studied
can mentally command its progeny to
transfigure. I can understand, however,
where these tales come from.
Most true lycanthropes are intelligent, or at the very least, cunning in
the extreme. It would not be difficult for
a werebeast to discover what condition
triggers its progeny. (Recall that each
true werebeast seems to imbue all of its
infected progeny with the same trigger
condition; this was discussed earlier) When it has learned what
this trigger is, it can certainly use this
knowledge to its best advantage. If the
trigger happens to be something it can
orchestrate, such as hearing a particular sound or phrase of music, it could
arrange a nasty surprise for a village by
organizing a concert to which its progeny are invited and then making sure
the trigger occurs!
Even if the creature has no desire to
cause such a catastrophe, knowing the
trigger it imbues might well come in
handy should it ever be hunted. After
all, who has better motivation to hunt
down and destroy a werebeast than
one of its infected progeny? (Refer to
the section "Exterminating the Root"
below.) Again, if the trigger is
something it can orchestrate, it can
turn one of its most fervent foes into
an ally. (Hunters who are infected
lycanthropes are well advised to take
precautions against this stratagem.)
Detecting Infection
For those who have recently suffered a
werebeast attack, or believe they have,
a single question becomes of great importance: How do I know whether I've
acquired lycanthropy? The question is
pressing, for no one wants to learn of
his affliction after the first transfiguration, when the only signs may be the
steady loss of family members.
Unfortunately, I can offer little help
to such people. To the best of my
knowledge, there is no outward sign of
infection. Some infected lycanthropes
report having experienced a swelling
around their wounds immediately
following a werebeast's attack. This
suggests that their bodies might
actually have been fighting the
lycanthropic infection. However, not all
infected victims experience this inflammation. More often, in fact, the
individuals who experience such initial
swelling never exhibit lycanthropy. I have therefore concluded that this
inflammation is a symptom of some
other infection, or some other
mundane condition which may have
been transmitted by the werebeast.
(Werebeasts are, after all, often filthy,
and quite capable of hosting vermin.)
It even may be possible that these
lucky individuals' bodies actually
destroyed the taint of lycanthropy
within them.
Folktales and myths are full of tests
for lycanthropic infection. Some make
a modicum of sense. For example,
some people swear that dousing a
werebeast-inflicted wound with holy
water is telling; if the victim experiences intense pain, then he has indeed
acquired lycanthropy. Other tests seem
totally nonsensical, however. For example, I once saw an old hermit pass a
red hen over the prospective victim's
head, to see whether this would make
him sneeze. My personal research has
confirmed my initial suspicions; none
of these peculiar tests has any efficacy
whatsoever.
It is said that some powerful forms
of divinatory magic can determine
whether a victim has been infected.
This seems to be a real hit-or-miss
affair, however. Certain spells allow the
caster to commune with his deity; yet,
since in my experience only malign
deities can be contacted, so any
information gained by such a
communion is immediately suspect. I have heard that powerful magics such
as a wish may sometimes determine
whether a victim is afflicted with
lycanthropy. Yet, since the intents of
wishes are so frequently perverted,
again the information so gained is
highly suspect.
Not all tests regarding a victim's
condition are fruitless, however.
Though it is difficult, it is not
impossible to determine what event or
condition triggers an infected
lycanthrope's transfiguration, provided
the first such change has already
occurred. Once the individual has
transfigured for the first time, some
might ask, is the trigger not apparent?
I would say not. If a character's trigger occurs largely when he is atone - in the middle of the night, for example -
then it's likely that nobody will be there
to witness the transfiguration, and he
himself will lose all memory of the
event. (Such is the nature of the transfiguration; see Chapter One for a more
detailed description.)
Also, even if the trigger occurs in
public, the precise condition need not
be obvious. Many environments and
situations are complex, with multiple
events and conditions occurring
simultaneously. Which of these
multiple stimuli is the actual trigger?
Let us take two examples. An
infected lycanthrope encounters a
large spider and transfigures to his
animal aspect. The obvious conclusion
is that his trigger is the presence of
large spiders, particularly if this
happens several times. Yet, some time
later, he encounters a ghost and
transfigures again. It now becomes
apparent that the trigger was not the
spider itself, but in all likelihood the
fear he felt on encountering it
(assuming he indeed has a phobia of
spiders). What's worse, neither spiders
nor fear may be the trigger, either.
Here is another example. Imagine a
lycanthrope who, so far, has transfigured only during combat. Does this
mean that combat is the trigger? Not
necessarily. In just such a case, the infected character later changed shape
when someone egregiously insulted his
heritage. It became apparent that the
trigger was not the combat as such,
but the rage that combat initiated in
the character's soul.
In general, the constraints for
divining whether the infection is
present also apply to determining a
trigger condition. Yet it would seem
that the agencies responsible for such
matters are less loath to reveal
information on trigger conditions.
Divinatory magic may still yield lies,
half-truths, or evasions; yet there seem
to be fewer obstacles to finding the
truth in this lesser investigation.
If the DM decides that, for story
purposes, the condition of a victim
should remain unknown, then so it
remains. The enigmatic dark powers
of Ravenloft may block any and all
attempts to learn whether the victim
is infected.
Alternatively, the DM can rule that
the dark powers of the Demiplane
somehow "release" the information,
should it enhance the story at hand.
Ravenloft is, after all, a place of
great despair. If knowledge or one's
condition brings about suffering - especially when that suffering is deserved - then the pivotal knowledge
may be gamed. Note that such "deserved suffering" usually involves a
domain's lord, or a character whose
greed or shortcomings have somehow led to the infection.
Curing the Affiction
Curing an infected lycanthrope of its
affliction is an extremely arduous task.
Travelers who claim they hail from
distant lands sometimes say the
curative process is less taxing in those
lands. Never having visited these
places, I can say nothing to support or
contradict their statements (except,
perhaps, that I often view such claims
with a healthy dose of skepticism, for I have met no shortage of lost, deluded
souls in my travels). At any rate, in
every land I have visited during
decades of research, the curative
process comprises three distinct
phases, which are outlined below.
Before there is even the slightest
hope of curing an infected lycanthrope,
it is necessary to hunt down and slay
the true werebeast that ultimately
started the chain of infection. If a true
werebeast attacked the infected lycanthrope who is to be cured, then that
chain has only two links, and it is sufficient to slay the attacker. Unfortunately,
given the infectious nature of the
scourge and the difficulty of a cure, the
chain is usually much longer. An infected lycanthrope passes its contagion
to other victims, and those victims pass
it to still others. The person at the end
of this horrid chain cannot be cured
unless the true lycanthrope who originated the terror is found and slain.
Unfortunately, since intermediate links
may be killed, this task is never easy.
Tracking down that originator, which
I shall refer to henceforth as the
progenitor, requires a clever detective.
Painstaking research is essential, and
quite often, so is luck. The victim
himself, and all those who know him,
must be closely questioned to
determine exactly when and where the
person was initially infected. One must
then track down the creature that
infected him, and determine if it is a
true werebeast, or itself an infected
victim. If the latter, then the process
must be repeated.
The task gets progressively more
difficult as one approaches the
progenitor. By definition, that creature
is aware of its condition, as all true
lycanthropes are. It can be expected to
protect itself, initially from detection
and eventually from destruction.
Even if the progenitor is unaware of
the attempts to track it down, the
sheer length of the chain can be obstacle enough, if only one of the links is
something of a traveler - an adventurer, perhaps - then the progenitor
could be located great distances from
the individual to be cured. If one or
more of the links has died in the interim, the chances of success are diminished drastically. The longest chain
of contagion I have ever tracked to its
conclusion comprised only three links,
and that endeavor took several months
of unrelenting effort. Ironically, when I eventually identified the progenitor, I discovered that the beast had already
been destroyed several days before the
individual to be cured had come to me
for help. Although I had not known it, I could have proceeded directly to the
next step of the cure without hunting
the progenitor at all.
This irony brings up a very
important point, however. It is vital to
ensure that the progenitor has in fact
been destroyed before attempting the
next stage of the cure. An afflicted
victim has but one chance to escape
the blight. If any step has been missed,
or imperfectly completed, then the
cure will fail and the victim will be
doomed to live out the rest of his days
as a lycanthrope. There is no recourse,
no second chance.
Individuals infected by multiple
werebeasts pose a special problem. It
is true that an infected victim need
only be cured once; the successful
cure removes all taint from his blood
and soul. Yet the question remains:
which beast (or beasts) is the
progenitor? I believe that, for the
purpose of the cure, the progenitor is
the werebeast that last infected the victim before his first transfiguration. It
is this beast - the one that determined
the victim's phenotype - that must be
destroyed. (Of course, if that creature
was an infected lycanthrope itself, it is
this beast's chain of contagion that
must be tracked to its source.)
This is my belief about multiple
infections, at least. While some
evidence bears me out, I have no
actual proof, since controlled
experiments are out of the question.
On both occasions where I have been
involved in curing someone with a
multiple infection, I assumed that my
definition of the progenitor was correct.
In one case the cure worked; in the
other, it was a failure, although I attribute that catastrophe to another
cause (specifically, a failure of will in
the victim himself). Was I correct in
my definition? I may never know for
certain. In the former case, perhaps
each werebeast that had infected the
victim had to be destroyed for a
successful cure... but only the one I defined as the progenitor still existed at
the time of that cure. In the second
case, perhaps it was the continued
existence of another progenitor, and
not the victim's weakness of will at all,
that led to failure.
To be totally safe, then, one should
theoretically hunt down and destroy ail
lycanthropes that infected the victim
(or the originators of each chain of
contagion). This obviously complicates
matters considerably.
Revitilizing a Tarnished Spirit
The victim himself must perform the
second stage of the cure. He must perform some kind of atonement for the
evil he has caused while in secondary
aspect. The exact nature of this atonement will vary from case to case.
Those individuals who are faithful
followers of some religious tradition are
often in a better position than others,
in that their religion might specify a
form of penance. Perhaps their faith has a pious ritual that is always used
to atone for wicked acts. If not, then it
is my belief that the act of atonement
should fit the crime (or crimes) in
nature and severity. For example,
making provisions to support the
children of a man the werebeast has
killed would be a good start.
Note that the clerical spell
atonement cannot be used to speed
this process. (The spell must be used
separately in the third portion of the
cure.) So profound is the curse of
lycanthropy that there are no shortcuts
on the road to a cure. The victim must
determine what is necessary for
atonement, and perform it himself.
(Certainly others can provide input and
even guidance, but the responsibility
for success or failure lies solely with
the one who would be cured.)
The requirements for atonement will
depend on the amount and severity of
harm wreaked by the werebeast. A
lycanthrope who has suffered under
the affliction for decades may have to
spend several years atoning. Perhaps
he will choose to seek out the
surviving relatives of his victims and
tend to their material needs while
doing everything else in his power to
wipe away the emotional and
psychological damage he inflicted.
There is no means of determining
categorically whether the required
amount of atonement has been
completed. To the best of my
knowledge, no magic, divinatory or
otherwise, will yield a solution. The
only place an answer may be found is
in the heart of the one who would be
cured. If he truly knoivs that he has
done everything in his power to correct
the evil he has done, then the
atonement is likely complete.
It is vital to point out, once again,
that each victim of lycanthropy has
only one chance to remove the contagion. If the cure fails because the
victim has done too little to atone for
his fell acts, then his punishment is to
remain a lycanthrope for as long as he lives. Because of this, it is much better
to overestimate the degree of atonement required than to underestimate it.
Removing the Blight
The third and final stage of the cure is
the most demanding. It is also the most
dangerous, and cannot be accomplished without the aid of others. The
actions required severely tax the infected subject and all others involved,
both physically and emotionally.
In order for the blight to be lifted,
the subject must first assume his secondary form. Thus, the assistants who
are actually performing the cure must
await, or orchestrate, the subject's trigger condition. (Orchestrating a trigger
condition may in itself be quite difficult
or dangerous, and may carry with it
certain regrettable consequences.)
What constitutes atonement for
an infected player character? DMs
should decide this matter based on
the character's thoughts, beliefs,
and emotions, as well as on the
character's actions. A PC who
cynically goes through the
motions of penance is not really
atoning for his actions.
DMs might decide beforehand
what degree of atonement is
required, then leave it entirely up
to the player to decide when the
character has done enough, if the
DM judges that the character has
met the criteria, then the cure can
proceed; otherwise, the cure will
fail. Alternatively, the DM can
collaborate with the piayer - in
effect roleplaying the character's
conscience - to figure out a
suitable penance.
The key issue is that characters
shouldn't escape the blight too
easily. Lycanthropy is a big deal,
particularly in Ravenloft, and curing
the affliction might turn into a fullfledged campaign all on its own.
Despite the subject's intense desire to be cured, his assistants will gain little
cooperation once the transfiguration is
underway. A subject in secondary
aspect takes on the mentality of the
beast... and the test thing the beast
wants is to be "cured!" As a result, the
subject should be suitably restrained
before the next steps are undertaken.
Assuming the beast within is now the
beast without, a priest must next cast
three spells on the subject: atonement,
cure disease, and remove curse. The
spells must be cast in quick succession. (If necessary, more than one
priest can cooperate in casting the
magic.) The order of spells is symbolic,
and hence significant. Atonement completes the spiritual revitalization described in the preceding section. Cure
disease rids the body of the infective
agent. And remove curse erases the
contagion's intangible effects.
The moment the atonement spell is
complete, the subject's mentality
returns to normal, even though he
retains his secondary aspect. At this
point, he must be freed from all
restraints. In addition, he must remain
totally motionless until the cure is
complete. If he moves so much as one
limb, then the cure fails, his animal
mentality returns, and he is doomed to
remain a lycanthrope until his death.
The cure disease spell can be cast
without difficulty. As soon as the priest
begins the remove curse spell, however,
the subject's body is racked with agony
as he begins a slow metamorphosis, returning to his normal human aspect.
Regardless of the alterations which his
body is undergoing, and regardless of
the burning pain, he must remain completely motionless. This requires exceptional fortitude and strength of will.
If the subject conquers the pain and
remains motionless, the transfiguration
eventually completes and he is fully
human once more. The affliction has
been banished.
Van Richten states that the victim
must remain motionless when the
final transfiguration occurs. In game
terms, the character must save vs.
death magic. There's no way to alter
or avoid this saving throw, either
magically or pharmaceutically.
As always, the DM is encouraged
to add customized prerequisites for
effecting a cure, based upon the
phenotype, the crimes committed,
the individual campaign, and so on.
The cure for lycanthropy should
never be as simple as looking up
the answer in a book, whether it be
this or any other.
If the subject cannot adequately
control himself however, and moves, then his human mentality flees, the
beast within takes over, and the
subject's body retransfigures into its
secondary aspect. The werebeast
immediately enters bloodlust. Its first
act will probably be an attempt to slay
the priest who was inflicting such
hideous pain on him (or so the
werebeast will interpret it).
What if some earlier portion of the
cure was not completed correctly?
Everything will appear to proceed
normally until the final transfiguration
begins. At this point, however, the pain
will continue to increase until it
becomes totally unbearable. No matter
how strong-willed the character is, he
cannot withstand the agony. Eventually
he will move, and the cure will fail as
described above.
I must stress that the agony of the
transfiguration is an integral part of the
cure, and must be experienced by the
subject in its totality. There are certain
magics and herbal concoctions that
can lessen or even eliminate the sensation of pain. If any of these are used,
the cure will automatically fail. The
pain will increase sufficiently to overpower the magical or chemical precautions, and the subject will be totally
unable to withstand it. For similar and
obvious reasons, the subject must be
fully conscious during this process.