
Location
Lycanthropes live everywhere in Cimmeria. Those who can control their transformations blend in with others of their humanoid race. Lycanthropes with less control must move to the edges of civilization where their wild selves can run free. Thus, most lycanthropes who are “out of the closet” live by themselves in the unsettled wilderness.
If there’s anywhere a lycanthrope can live openly, it would be the Nightsouls tribe in the Orc Lands. As the origination of lycanthropes, the tribe is welcoming of lycanthropes of all kinds. Unfortunately, this positive disposition is not advertised, lest the Nightsoul tribe attract unwanted attention. New lycanthropes do not learn of the Nightsouls. Instead, the Nightsouls learn of lycanthropes that need help and then bring those people to the tribe.
Relations with Other Races
Other races are hostile to lycanthropes. Even those that can control their transformations are seen as alien and dangerous. Lycanthropes disguise their true nature to fit in amongst others. If their transformations are involuntary, they must chain themselves up on full moons or go into the wild where their animal self can wreak havoc without harming their neighbors. Discovery spells the end for a lycanthrope’s life in a community. A revealed lycanthrope will face exile or death, if they even get a choice.
Common Deities
The primary deity of all lycanthropes is Artemis. It’s no surprise that their connection to the moon draws lycanthropes to the moon goddess. Artemis also rules over wild animals like the animal forms of lycanthropes. However, Artemis is not the only god worshipped by lycanthropes. As they exist within other racial cultures, lycanthropes often favor the deities preferred by others of their humanoid race.
Place in Adventuring
Lycanthropes have the potential to be powerful foes or allies for adventuring parties. Newly infected lycanthropes are a problem for more advanced adventurers. Without the ability to control themselves, they are violent predators under the full moon. New lycanthropes easily kill within their communities and smaller villages often call on adventurers for a solution. Mature lycanthropes have no more propensity for evil or destruction than anyone else. Their animal strength and senses can be an asset to adventurers if their trust can be earned or make the lycanthrope a terrible enemy.
Lycanthrope adventurers choose classes based off their animal form. Wererats make good rogues due to their sneaky nature and small size when transformed. Weretigers, werewolves, and werebears favor classes that take advantage of their strength in melee combat such as fighters or barbarians. Werebirds often become sorcerers. Druids and rangers are common for all lycanthropes due to their inmate connection to the wild.




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