The Bloody Masquerade
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Step 2: The Werewolf Tribes

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Step 2: The Werewolf Tribes Empty Step 2: The Werewolf Tribes

Post by Matthew Hawthorne Tue Feb 21, 2012 6:01 pm

Werewolves are attributed with superhuman strength, speed, and senses, far beyond those of both wolves and men. Werewolves age at a much slower pace then humans once they reach the age of 20. Werewolves live to be around 450 years old and only look to be around 50-60 when they do. Here is a school where Werewolves can mingle without fear from hunters finding you in a forest. Please be aware that just like in the outside world, telling Humans or showing Humans of the existence of Werewolves is strictly prohibited and if this rule is broken the Elder council will punish you severely.
Matthew Hawthorne
Matthew Hawthorne

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Post by Matthew Hawthorne Tue Feb 21, 2012 6:03 pm

Types of Werewolves

Born Wolves: Born from 1 or more Werewolf parents. Usually more trained and in control of their transformations. Born Wolves with 2 Werewolf parents tend to be stronger and trained since birth making them more in control. Though since Students are still young they have more slip-ups with their transformations then Born Adults.

Made Wolves: Bitten by another Werewolf and Harder to control. More likely to slip-up and change when emotions are running high and jumping around. (ie: Getting very angry, Confused, Under too much stress.) Can be Trained but it takes longer and Elder Wolves are usually the best for helping. The younger the Person the harder they are to train. They usually do not posses a Tribal Gift right away and they start to notice them once they have some control over the shifting.

Elder Wolves: Mostly Born Wolves who have trained for at least 50 years and have lived for hundreds of years. Elder wolves are still young in face and stronger then other wolves. Most posses every tribal gift for their tribe and work to make them stronger.

Elder Council: A Chosen group of Elder Wolves in control of discipline and relocation if necessary. They have an elected leader that decides most cases.


Last edited by Matthew Hawthorne on Tue Feb 21, 2012 6:36 pm; edited 4 times in total
Matthew Hawthorne
Matthew Hawthorne

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Post by Matthew Hawthorne Tue Feb 21, 2012 6:04 pm

Forms

The Werewolf can switch between five forms at will; they do not have to wait for certain phases of the moon, and they retain control of themselves while in these alternate forms. All Werewolves are born human, and have the Hishu as their primary form.

Hishu: human form. A Werewolf appears to be a normal, if very fit and healthy, human. An unconscious or dead werewolf returns to this form. This is the form most Werewolves are most comfortable with.

Dalu: near-human form. The Werewolf is significantly bigger, hairier and stronger. Ears, teeth and nails are slightly pointed and the face is more angular. Facial hair is noticeable even on females. This form reacts in a similar manner as that of the human form.

Gauru: wolf-man or war form. Half-human, half-wolf, the Gauru form of Werewolfs are generally 8 to 9 feet tall and much heavier and stronger than any human. In this form a werewolf's blood-lust rises to the surface and is much harder to control. Werewolves can only channel the power of the Gauru form for a limited time, and generally only take this form to kill. This forms’ reaction towards chemicals is nearly impossible to predict and a Werewolf takes this form automatically when he enters Death Rage.

Urshul: near-wolf form. A Werewolf in this form is a huge wolf 3 to 5 feet high at the shoulder, resembling the extinct dire wolf. This form reacts in a similar manner as the wolf form.

Urhan: wolf form. The Werewolf is indistinguishable from a normal grey wolf. Depending on the area where the Werewolf comes from, respectively which area shaped the majority of his ancestors, this form differs. If there are grey wolves in the area, this form looks similar to these wolves respectively similar to other canines like the African wild dog, dhole, or red wolf (but never like domestic dogs) .


Last edited by Matthew Hawthorne on Tue Feb 21, 2012 6:36 pm; edited 2 times in total
Matthew Hawthorne
Matthew Hawthorne

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Post by Matthew Hawthorne Tue Feb 21, 2012 6:05 pm

Tribes

The Forsaken have five Tribes. These Tribes consist of Werewolfs who choose to follow one of five ancient and powerful wolf-spirits, called the Firstborn. These Firstborn are the first born children of Father Wolf (but not of Mother Luna) and have allied with the Forsaken. Every one of the Forsaken demands that the Wolfs who belong to his Tribe act in accordance to a certain ban. The Pure also have alliances with the Firstborn, resulting in three Tribes, though they form a separate organization that is in opposition to humanity, and blames the Forsaken for the death of Father Wolf.

Forsaken Tribes

Blood Talons:
The Blood Talons, also known as Suthar Anzuth in the First Tongue, are a tribe of warriors, defenders, and champions. Heirs to Fenris-Ur, the Destroyer Wolf, their ban is to "Offer no surrender that you would not accept". Their primary Renown comes from Glory.

Tribal Gifts:
Battle
Inspiration
Rage
Strength

Bone Shadows:
The Bone Shadows, also known as Hirfathra Hissu in the First Tongue, are a tribe of shamans, seers, and wise men and women. Heirs to Kamduis-Ur, the Death Wolf, their ban is to "Pay each spirit in kind". Their primary renown comes from Wisdom.

Tribal Gifts:
Death
Ending
Insight
Warding

Hunters in Darkness:
The Hunters in Darkness, also known as Meninna in the First Tongue, are a tribe of assassins, guardians, and stalkers. Heirs to Hikaon-Ur, the Black Wolf, their ban is to "Let no sacred place in your territory be violated". Their primary Renown comes from Purity.

Tribal Gifts:
Elemental
Nature
Stalking
Stealth

Iron Masters:
The Iron Masters, also known as Farsil Luhal in the First Tongue, are a tribe of improvisers, innovators, and progressives. Heirs to Sagrim-Ur, the Red Wolf, their ban is to "Honor your territory in all things". Their primary Renown comes from Cunning.

Tribal Gifts:
Blending
Knowledge
Shaping
Technology

Storm Lords:
The Storm Lords, also known as Iminir in the First Tongue, are a tribe of tribe of alphas, aristocrats, and commanders. Heirs to Skolis-Ur, the Winter Wolf, their ban is to "Allow no one to witness or to tend your weakness". Their primary Renown comes from Honor.

Tribal Gifts:
Alpha
Dominance
Evasion
Weather

Pure Tribes

Fire-Touched:
The Fire-Touched are the spiritual leaders of the Pure Tribes. They claim the Forsaken are damned by default, they label the Forsaken as heretics who should honor Father Wolf instead of venerating Luna. The Izidakh claim that as long as the descendants of Father Wolf's murderers remain alive the werewolf race will still remain stained. Only by fire can the taint be destroyed. The brands on some Fire-Touched hint at cruel rituals of penance.
They follow Rabid Wolf their Gifts draw on the powers of disease and religious conviction. Fire-Touched accept converts from the werewolfs. When a wolf turns his back on the Tribes of the Moon he usually shows up branded among the ranks of the Fire-Touched. Rabid Wolf's ban is that he cannot let a false statement lie. A Fire-touched MUST challenge a lie the moment it appears. Their primary renown comes from Wisdom.

Tribal Gifts:
Disease
Fervor
Insight
Inspiration

Ivory Claws:
The Ivory Claws or Tzuumfin follow Silver Wolf and their Gifts draw on the powers of purity and domination. Ivory Claws do not accept converts from the Werewolfs. Silver Wolf's ban is that he cannot interact with the impure. Their primary renown comes from Honor.

Tribal Gifts:
Agony
Dominance
Scourging
Warding

Predator Kings:
The Predator Kings are the feared warriors of the Pure Tribes. The Ninna Farakh do not hate the Forsaken for their supposed slaying of Father Wolf; they despise the Forsaken because of the loss of Pangaea. The Forsaken fight to preserve the world as it is. The Predator Kings want a world where they are free to hunt, a world where humans are reduced to the state of cattle.
The Predator Kings follow Dire Wolf, oldest of the firstborn. Dire Wolf's ban is that he cannot choose to touch anything made by the hands of a human except to destroy it. He cannot follow roads, brush up against people, etc. His children however have a less harsh ban but still prefer to wear clothes they have made themselves. Their primary renown is Glory.

Tribal Gifts:
Nature
Rage
Savagery
Strength


Last edited by Matthew Hawthorne on Tue Feb 21, 2012 6:37 pm; edited 2 times in total
Matthew Hawthorne
Matthew Hawthorne

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Post by Matthew Hawthorne Tue Feb 21, 2012 6:06 pm

Tribal gifts

Each Wolf has the potential to posses every Tribal Gift associated with their Tribe but not everyone has them all. They must be learned, and one must be trained greatly to have every single one. Each of you starts with 1 or 2 gifts as a student and you may have 2 or 3 as an adult. All others must be trained and learned in one way or another.
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