Garwaf Condition in Alvez | World Anvil
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Garwaf

Garwaf
Moonlight Maidens - Aelez by Valentine

Transmission & Vectors

The initial terms of Conomor's pact with his dark patron have been lost to the mists of time, but the Fis of the Garwaf curse is the Blood of Conomor.. The Fáistine of the curse has allowed this term to be broadly interpreted, spreading far beyond its narrow meaning of Prince Conomor's actual blood, spreading further out into the Hud of Alvez. In the present day, the curse spreads along several vectors  

Genetic Lineage

  The most direct interpretation of the Fis connects the "Blood of Conomor" to his direct genetic descendants. This appears to have been the understanding of the Black Dog himself, as Conomor, fearing that the "Blood of Conomor" would lead to his downfall, murdered most of his offspring. Indeed, based on this interpretation Conomor's contemporary, Sant Gweltas of Gwened sought to stamp out the garwaf curse, sequestering Conomor's only known direct descendant, Tremeur, in a remote abbey on the Rhuys Peninsula, where he lived out his days as a celibate ascetic.   While many theories and stories of Conomor's genetic heritage continue to spread from sources of various credibility, there is no officially recognized line. Even with confirmed garwaf individuals, the condition does not always manifest along the genetic line, skipping earlier or later generations, or being entirely absent.  

The Heirs of Conomor

  With the most direct route towards perpetuating itself closed to it, the Fáistine of the curse began to take hold of ritualistic application, carried out by Conomor for his "blood brothers" of his Ambaxtoi. The Foyson of the Garwaf is gradually channeled into ritual objects, such as torques, pelts, rings, and weapons, called Bizaoued Bleiz. These artifacts must be sturdy enough to support acting as a vessel for the Druidecht of the spell, and strongly associated with their bearers   When the Bizaoued Bleiz has drawn in enough residual or directed foyson its host, it can act as a carrier of the garwaf condition, causing the curse to manifest in the next bearer who comes into possession of the artifact, through prolonged exposure or use. The artifacts can be passed on intentionally or inadvertently, to both willing volunteers or unwary participants. Once the device is obtained, it begins to exert a powerful influence on its bearer, granting increased biological function, often at the cost of reduced inhibitions and increased aggression. These in turn, trigger an addictive cycle of reliance and use, eventually triggering full manifestation.   Once obtained and activated, the Fáistine of the curse works to prevent their disposal or removal. Tossed artifacts will reappear among the possessions of the individual, damaged artifacts fully repaired upon next inspection. When the curse is manifested and irreversible, the artifact seeks to pass along to a new host, continuing the cycle, while the new Garwaf begins the conscious or unconscious creation of a new bizaoued bleiz. Retaining the initial artifact is possible, but often requires direct intent and active steps to do so. Damaging a bonded bizaoued bleiz causes sympathetic pain to its carrier. For example, tossing a bizaoued bleiz into a fire may cause the bearer to writhe and smoulder like they themselves are burning.   In some cases, the effects of the bizaoued bleiz can manifest not in an object, but a location, such as a forest grove, a ruined castle or a spring, acting as a Fisher Kingdom to those within it.   The more powerful the individual behind its creation, the more powerful the effect of the bizaoued bleiz. Those created by Conomor and his contemporaries are known to be exceptionally powerful.   Bizaoued Bleiz and False Garwaf   It has been noted that, via careful use of bizaoued bleiz or its alchemical equivalent, one may mimic the traits of a manifested Garwaf temporarily without permanent alteration. This is exceedingly dangerous, as even a slight miscalculation will cause true manifestation, but it is occasionally employed for assassinations, contests of martial skill and as weapons of war by the reckless and the desperate.  

The Bloodmoon

  Transmission and manifestation are exponentially increased at notably faster rates under the influence of the Bloodmoon, where the curse can be spread quickly via bite or scratch.

Causes

The Curse

  Despite its fearsome reputation, the Curse of the Garwaf is actually a complex series of magical Ere-Hud, a magical spell that follows the four traditional aspects of Huderezh: - Druidecht (Power), Fis (Knowledge), Fáistine (Prophecy) and Amainsecht (Eloquence).  

Druidecht

  The Druidecht, or drawn power, of the Ere-Hud is complex and vast, drawing from multiple wellsprings and flows of the Hud to fill up the great quantities of magical Foyson required for such a dramatic result. There are three primary sources of Foyson:  
  • The initial, and most powerful, source stems from the initial pact between Prince Conomor and his benefactor, drawing from the latter's immense power, channeling the fury and raw power of the Hunt into the Garwaf. This is the core essence of the spell, drawing in potent leylines around the Garwaf. Even greater power flows when the conditions match those of the fateful night when Conomor's deal was struck.
  • When the Wild Winds blow. . . - The most direct and effective source of the spell's Druidecht draws from the Gaoithe Sidhe, winds of pure magical energy that flow across the skies in coloured ribbons of light. While the spell draws from all of the 12 winds, the cold, wild winds of the North (The Black, Speckled, and Grey) are the most potent, which fill the Garwaf with incredible strength, but are the most difficult to resist.
  • And the Moons Shine Down. . . - The strength of the manifestation, and to a lesser extent its transmission, is also greatly influenced by the two moons of Alvez: The Silver Wheel and the Veiled Maiden. While the influence of the moons is strong, they are not, as popular tradition often states, the exclusive cause of manifestation. The power of the garwaf and the strength of the curse reaches its height at the full moon of either moon, waxing and waning accordingly. The primary manifestation of an individual's curse typically occurs during exposure to direct moonlight after the spell has taken hold, usually the subsequent full moon after other conditions are met. When both the Silver Wheel and the Veiled Maiden are full, almost all Garwaf will experience full manifestation.
  • The Blood Moon - Of the Lunar influences on the Garwaf condition, the Bloodmoon is of special note. When the Bloodmoon manifest, the Garwaf is at the peak of their power. Initial and full manifestation will trigger upon first direct contact with moonlight, sometimes within minutes of the initial attack.
  • The Blood of the Pack and Hunters Past. . . In addition to the Winds and Moons, the power of the Garwaf draws from other garwaf. In the most direct sense, the Foyson of the predecessor Garwaf is distilled in the Bizaoued Bleiz, passing along the curse and the power to the recipient. Furthermore, the Garwaf draw power from others around them. The larger the Fangpack, the more powerful the individual garwaf, a reality that incentivizes the creation of larger and larger packs.
  • runs in your veins. The Hunt Begins afresh - Lastly, the foyson of the garwaf becomes inextricably linked with the fis of the affected individual. Their own fis becomes inextricably intertwined with that of the Garwaf. Their own magical ability and foyson grows, adding their strength to their magical reserves.
  • Fis

      The fis is the inherent spiritual core of an entity, the underlying identity and personality. In the Tuath, the fis is also called Anoan, representing not only their soul and identity, but also in the case of Boermerzh and Fae, their inner magical potential. At its most basic, the ere-hud of the Garwaf is a corruption, addition or alteration of the fis, entwining the garwaf curse into the very identity of the entity. The Garwaf becomes part of their very being.  

    Fáistine

      The Fáistine of the curse is potent, re-arranging the paths of possibility to bring the curse to manifestation, subverting traditional attempts to dispel dark magic. To obtain this result, the magical potential of a garwaf will gradually increase, transforming a mundane Bediz into a Boermerzh or Milliget, even in unmanifested form. Attempts to resist or circumvent manifestation will fail. Chains and magical wards will mysteriously break and falter, curtains are blown open to let in the moonlight, other garwaf appear in the area, their howls beckoning the resistant garwaf.

    Symptoms

    Secondary Symptoms

      One of the earliest signs of the Garwaf condition, often following initial exposure by either the i]bizaoued bleiz or an attack during the Bloodmoon, is a rapid healing of wounds. Minor scratches and bruises vanish within minutes, while more significant damage heals in remarkably short periods. Garwaf are incapable of regrowing lost limbs, but most other injuries will resolve quickly, even when the condition is not outwardly manifesting. This healing factor continues through the Garwaf's life.   Garwaf quickly gain the advantage of heightened senses, reflexes and strength beyond those of their peers after initial use of the i]bizaoued bleiz, feeding into the addictive cycle and reliance that leads to a full bonding. Once the binding of the curse is complete, these increases are especially noticeable as the moons wax, reaching peak around Full Moons. For many weaker Garwaf, these increase are only noticeable in unmanifested form around these peak periods, but others may exhibit them at all times, even when the curse is not manifested. A small minority retain these heightened abilities, as well as minor physical traits, outside of full manifestation. These are most commonly increased body hair, pointed ears, sharp teeth, clawlike fingernails, or yellow irises.   As the garwaf's own power grows while drawing in external sources, the individual gains a strong well of internal magical reserves to support the heavy burden of the curse's more dramatic effects. In some cases, individuals gain true magical potential on par with some Fae, possessing their own glamour, magical perception or spellcasting ability. Some powerful garwaf can even reach the level of Similherez.  

    Bleizfurm

      The most dramatic symptom of the curse, and the most well known is a transformation into beastly hybrid of human and animal, typically with lupine features, called the Bleizfurm. This transformation is heralded by a high fever and sweating, often followed by burning sensations at the site of infection, extremities and other locations. The victim often feels light headed as the manifestation builds strength, followed by dramatic changes to mood, typically exemplified by strong emotional states, such as rage, lust, hunger, or delirium, which grow as the transformation continues and beyond.   Following these initial symptoms is a physical transformation, the most iconic and pronounced aspect of the curse. The victim will experience a physical change, ranging in severity from minor cosmetic changes like the sharpening of ears, teeth and fingernails to full transformation into a wolf-like hybrid, covered in fur and a mix of humanoid and lupine features, including elongated muzzle, pointed ears and a tail. Hands and feet develop claws and pads, and the feet arch upwards to a digitigrade stance, the bones cracking, reforming and elongating to support the changing frame, as well as significant muscular growth. The presence of the victim's hair in the transformed state varies by individual, with some retaining human-like hair and colouring, while for others, any hair recedes into their thick pelt of fur.   Garwaf typically, but not always, experience reduced self-control in their bliezfurm, heavily relying on instincts and base desires rather than social mores. Even those who retain control are prone to experiencing significantly reduced inhibition and heightened emotional states. Unstable Garwaf, unless directed by a stronger individual, will often lash out at friends and foe alike, driven by desires to hunt or establish a pack. Many times, Garwaf will act upon their human desires, hunting down enemies, taking revenge or adding allies to their pack. However, the unfocused nature of the condition often leads to massive collateral damage. Many a Garwaf has ripped through an enemy camp, only for their rage to carry over to attacking allies, friends and lovers. The majority of Garwaf enter a fugue state while in a transformed state, with absolutely no memory of the night before upon awakening. This repression can last for years without an afflicted individual noticing.   After the initial transformation, manifestations of the curse occur regularly typically once a month in the nights around a full moon. Additionally, periods of high stress and emotional imbalance can trigger partial or full manifestations of the curse. Particularly powerful or enterprising garwaf can gain control of their forms outside of lunar influence, but typically must transform at least once a month.

    Treatment

    With one exception, there is no known cure for the Curse of the Garwaf, but it is possible to some individuals to gain a level of mastery over its manifestations and compulsions, with training, willpower, arkane devices and alchemical treatments. One of the most dramatic attempts is to "shunt" the ere-Hud into a bizaoued bleiz, allowing the individual control over triggering the manifestation of their Bleizfurm. This technique is difficult, dangerous and expensive, and does not resolve the underlying condition. A transformation must be triggered before too much energy builds up, lest the container rupture, unleashing a corrupted torrent of foyson. This rupture will lead to a full, uncontrolled manifestation in the original garwaf, but can also affect others in the area, or trigger a Bleed in the surroundings, most commonly a Hengoad bleed. Furthermore, these vessels still function as full bizaoued bleiz and can inadvertently end up in the possession of others to spread the curse.   While less effective than bizaoued bleiz, Hedge Magic and alchemy offers some similar methods to delay, mitigate and control manifestation, most commonly in the form of ointments and tonics. Many of these are fakes, and there is no widely accepted solution, though some are more effective than others.   The one exception to the incurability of the condition is the Iron-Blooded process, which removes all traces of the ere-hud, as it does with other types of Milliget, cutting them off from the hud entirely. The resulting shell is free of any contact of magic, garwaf or otherwise. It is often fatal.

    Prognosis

    While the Ere-Hud of the Garwaf is not fatal in itself, its presence often lends itself to high mortality rates, pressing its holders into dangerous, often violent situations as they submit to their feral drives. The immense physical and sensory abilities of the Garwaf, coupled with their impressive healing factor, makes them quite difficult to kill while the curse is manifested, but the constant threats of armed combatants or other magikal creatures lead many to eventually fall. Without their abilities in their fully manifested state, many are easy targets for mobs or Inquisitors, who regularly lead large hunts against them. Most Garwaf are killed while in their human forms, surrounded by angry peasants or armed knights. upon their nature becoming widely known.   Despite their strengths, Garwaf are not invulnerable. maintaining a lesser form of the common Fae allergy to cold iron. A slash from a cold iron sickle or a black-hafted blade is especially dangerous to a Garwaf, causing a burning cold pain and preventing blood clotting. Blessed silver has a similar effect, and three strikes to the forehead with a blessed silver weapon will kill a Garwaf, while also neutralizing their bizaoued bleiz.

    Sequela

    The garwaf transformation is known to significantly affect the mind of an individual who bears the curse, leading to a variety of mental illnesses. These are not consistent among those affected, influence by different strains, the power of the bizaoued bleiz, the willpower of the bearer and other, unknown variables. Secondary mental effects exist across a spectrum, divided into general categories:  
  • Dissociation - Considered, the most "traditional", but not the most dangerous of the mental conditions. In these cases, the manifestation of the bleizfurm is so traumatic and dramatic, that the mind of the bearer fractures. Dissociated Garwaf deny they are a garwaf and live their lives as normal. But when the curse calls, they must answer still. In their bleizfurm, they are the most savage, and the most mindless, operating in a fugue state until the manifestation subsides. They are most often submissive to other garwafs and Bleiner-Bleiz. They operate on a strange instinct, with little in common with real wolves, other then the pack instinct, desire to hunt, and willingness to spread. It has been theorized that they are acting, not as wolves do act, but as they THINK wolves act, unleashing unspeakable brutality and bloodlust far beyond self-preservation.
  • Wolf-Madness - At the other end of the spectrum, is what is known as the Wolf-Madness. In these cases, the Garwaf is never truly occupying their non-garwaf role. While they may maintain a physically and culturally routine lifestyle, the Wolf is always ready to pounce at any time. Wolf-maddened Garwaf have given themselves entirely into these instincts. They hunt, they breed, they spread, looking at their former neighbors with hungry eyes. These Garwaf are truly dangerous, the subjects of the darkest stories and myths. Wolf-maddened Garwaf are not evil, but they are no longer what they once were, rejecting their original lives totally. Mainly spread to willing converts, once they have their fangpack, they carve out their territory. Some work as scouts or hunters, away from civilization, selling furs and meat they have collected in the deep forest. Some packs have even become something of a community, and there are rumors of hidden Garwaf villages, whispered of in shadows and hushed tones. Bleiner-Bleiz are common among these individuals.
  • The Balanced Between these two extremes are the Balanced. These are Garwaf who are, if not at peace, at least at equilibrium with their curse. They hunt, they change, but they are always aware of themselves. They have forgotten neither their humanity, nor their animalistic nature. Some act as civilized people with a bit of a hobby, others act more eccentrically, but they seem to have stabilized. This can make them dangerous if they are malicious, as some still like to spread their 'gift', and they may have extra control over their transformations. Others are relatively harmless. What is interesting, is a few have managed to even suppress their 'pack' instinct, instead finding a close group of uninfected, and considering them a 'pack'. Though even then, some mention that they wish their 'pack' was more like them. This is considered by far the most dangerous by the Southern Church, and subject to numerous pogroms, on even the suspicion of a hidden wolf.
  • There are, of course, numerous variations, and expansions. Research is difficult, as they tend not to socialize. Especially when the Blood Moon rises, or another recalls them to the hunt. A call they cannot deny.

    Affected Groups

    Following the initial outbreak during the reign of Conomor, the curse of the Garwaf was restricted to the Bediz, but has since mutated to affect any creature affected by Chronos, spreading to the Tuatha de Danaan, Fomorians and even Korrigan and Alfr.   Some segments of the population, both Bediz and Fae, are resistant to the condition or even immune, as is the case with the Alraune and the Marie-Morgane. The criteria determining susceptibility and resistance has never been objectively determined. Of note, however, is that Garwaf are immune to the Shivers, while a Shiverwracked survivor is immune to the Garwaf condition. The reasons for this are unknown, but the dangers of each has made reliable research all but impossible.

    Hosts & Carriers

    The trigger for the Garwaf condition is carried in the bizaoued bleiz, which remain potent after creating new Garwaf while not precluding the creation of new tainted relics. Even if a bearer is killed, these artifacts retain their power, remaining dormant until once more claimed by a new bearer. This allows the curse to escape purges, popping up across time and space in new regions and eras, the paths taken lost to time.   These patterns are aided by outside parties, such as Bleiner-Bleiz, the Ki-Noz of the Wild Hunt and the mysterious Bleiz-Noz (Night Wolves), spectral dire wolves the size of small horses, made of shadow and fire which can impart the "gift" of a new or lost bizaoued bleiz upon those who make pacts with them in the shadows of the crossroads.

    Prevention

    There are numerous superstitions on preventing becoming a Garwaf, most of them completely worthless, typically made in connection with a bite or scratch, rather than the more subtle effects of a bizaoued bleiz. These include various prayers, rituals and even the quick ingestion of Aconitum, sworn by many to be the most reliable method of prevention, but complications from ingesting the poisonous plant are their own drawbacks.   If the effects of the bizaoued bleiz are removed in time, full and permanent entwining of the curse can be prevented. This is often difficult due to both the addictive nature of the bizaoued bleiz and ancillary magical properties that often make it difficult to simply cast away or safely destroy the object. Improper destruction will unleash the stored foyson upon the destroyer, accomplishing the same effect all at once. This has been even known to trigger a Bloodmoon in the case of exceptionally powerful artifacts.

    Epidemiology

    Despite the legends surrounding the condition, the nature of its spread and the innate desire to spread the condition, Garwaf are actually fairly rare in Bedouar. Many live in remote regions, far from civilization and are therefore unable to spread the condition within large populations. The appearance of Garwaf in a region is usually not a subtle event, and many are quickly identified and dispatched (along with a large number of innocent parties). A typical Garwaf outbreak is generally contained to a few individuals over several cycles of the moon. The ferocity of an uncontrolled Garwaf often leaves a victim dead, not infected, and this slows the spread of the condition. The time for a new bizaoued bleiz to build takes a considerable amount of time, resulting in only a few in circulation at any given time beyond those held by garwaf. There is however, an exception to this pattern that greatly spreads the condition and allows for the continued presence of smaller outbreaks. This is the appearance of the Bloodmoon, a rare supernatural occurrence that sends Garwaf into a frenzy over a period of seemingly unending night underneath a blood red moon. During this time, the condition spreads quickly and full manifestation occurs in a manner of minutes, not months. The chaos is compounded by the appearance of unrelated threats associated with the event.

    History

    There exist tales of similar creatures dating back as far as The Tear, with apocryphal stories of Saint Ronan of Locronan, who fought the shapeshifting wolf-witch Keban in the days of Gradlon Mwar. But these stories are hard to verify and limited until the Reign of Conomor the Cursed in the Duchy of Letha around 400 SI.   It is in the reign of Penntiern Conomor, also called the Black Dog of Poher, that the Ere-Hud of the Garwaf was truly born. The Penntiern, exiled by his father after a failed coup, made a pact with the Sidhe Lord Hellequin, the Horned King of the Wild Hunt, to draw upon the power of the wolf to take his revenge. His similherez discovered ways that would allow Conomor to pass on his curse and powers to a widening circle of allies, building up a powerful supernatural army. Conomor's Garwaf armies ravaged the land, unleashing their full potential at the Sacking Gwened and Naoned. Prior to the attack, Conomor's allies, the Sisters Three, smuggled potent bizaoued bleiz into the cities and garrisons, the stored foyson triggering the Bloodmoon and crushing all resistance to the attack. Conomor was ultimately defeated by Armel Guyon, but the curse had been unleashed, carried by his scattered army and potent relics.   While the story of Conomor the Cursed is well known in the Western Realms, rumors from other regions within Faerie, such as the Black Forest of the Erlking or the snowy tundra of the Lost Peninsula, tell of similar conditions that predate the Black Dog of Poher's reign. These rumors have never been verified, and remain whispers around the campfires of anxious travelers to these dark regions.   Since then, pockets of Garwaf activity, both on small and large, such as the Beasts of Gévaudan, have captured the imagination and nightmares of the world.

    Cultural Reception

    Garwaf are known by many names across Kornôgel, including Den-Bleiz and Loup-Garou (Man Wolf), Bleiz-Garv (Cruel Wolf) and Graguez-Vleiz (Wolf-Witch, a rare gendered descriptor). Few creatures of Faerie have inspired the same level of fear and awe that the Garwaf have generated. The ferocity of their rampages and the paranoia-building nature of the condition's spread has led to numerous and widespread hunts against them. These are not always directed at true Garwaf, and violent hysteria has erupted several times as regions descend into a frenzy triggered by a normal wolf attack or mundane murder. Notable Garwaf rampages and struggles against them, such as the Sacking of Gwened, La Chasse de Gévaudan. and the Chason de Roland are frequent subjects of of Lais and songs.   The Garwaf are held up by the Staunchist movement, and related organizations, such as the Southern Church , the Order of Albi and the Silent Sisters of Llydaw, as an example of the corrupting dangers of the Fae.  

    Folk Beliefs

      Numerous traditions, of varying veracity, claim knowledge of the Garwaf. Many argue that the curse is spread via bite or scratch, or other, more esoteric methods, such as eating a wolf's brains or drinking rainwater from a wolf's footprint.  

    Fangpacks

      The Garwaf themselves gravitate towards pack-like units called fangpacks, tight knit social structures established between an initial garwaf and their transformed successors. Garwaf packs are typically small, consisting of between 3 and 12 individuals, although larger packs, such as those under Conomor, have existed historically and in the remote regions of the Lost Peninsula. Fangpacks follow three basic tenants: 1. The pack is family, and the family protects each other. Sires aid their progeny, and progeny their sires. 2. The pack is for the Hunt. The fangpack must respond to the horn of the Hunter. Fangpacks typically hunt on the nights of the full moon, both for food, sport and to identify and recruit new blood for their pack.   While the garwaf are all tied to the Ar Chase Gouez, when not compelled by the hunt or a singular leader, such as Conomor had done, packs develop territorial claims and often exist in rivalry with neighboring fangpacks.  

    The Bleiner-Bleiz

      Leaders of a Fangpack are called Bleiner-Bleiz, Meneurs de Loups or simply Wolf Leaders. Their role however, is significantly more nuanced and intriguing than simply the largest or strongest Garwaf, often existing entirely as entirely separate entities. Bleiner-Bleiz are able to utilize bizaoued bleiz to command not only Garwaf, but also Bleiz-Noz and even mundane wolves. These powerful sorcerers may be garwaf themselves, but this is not a requirement. Bleiner-Bleiz can rise to powerful positions, controlling their packs like a deadly secret army, attacking and controlling rivals, destroying livestock and ravaging the land on command. Interestingly, the Bleiner-Bleiz are not always supernatural, and mundane examples (always controlling mundane packs of wolves in these cases) carrying out similar control. Not all Bleiner-Bleiz are evil or selfishly motivated, and some have been recorded as using their packs to defend territory or guide lost travelers through the dark forests at night. (It is customary to give a wolf-guide bread as payment.)   In Letha, the Bleiner-Bleiz is associated with the motif of an armchair formed of intertwined oak branches trimmed with grass, a symbol which is reflected in everything from fine art to tavern signs.
    Type
    Magical
    Origin
    Magical
    Cycle
    Chronic, Acquired
    Rarity
    Rare

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