Werewolf Species in Darkness Moon Chronicles | World Anvil
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Bound Series
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Werewolf

To begin, the werewolves are like one big family. They work together, support one another, and give each other the shirts off of their backs. You can easily call this a pack, where hierarchy is absolute. Everybody tries to get along. Well, most of them do. There is the occasional asshole in the pack, who tends to start fights and puts others in danger for the sake of their "ego". There is really nothing the pack can do unless the asshole decides to harm a member of the pack, especially a pup, the Luna, or the pups of the Alpha and Luna. Then, and only then, does the Alpha get involved and banish the threat, relieving the pack of whatever trouble was bothering it.   Werewolf culture shares a lot of common ancestry with other humanoids, which has become more diverse over the centuries. Werewolves consist of humans, halflings, elvish, dwarvish, half-elvish, and half-dwarvish people. These species share a connection through the humanoid ancestry with language and religion being some of the differences between the five ethnicities.

Basic Information

Genetics and Reproduction

Once a werewolf reaches sexual maturity, they can start reproducing pups, but it is seen as taboo to start having pups before the age of sixteen. Once a wolf meets their mate after they turn sixteen, they can start a family, especially if one of them if higher than an Omega rank.   Once per month, a female wolf, a male Omega, or a male or female mate of a wolf will go into heat and their body will have the desire to become pregnant with their mate's pups. After becoming pregnant, their pregnancy will last for three months, regardless if they are human or not.   The mate who contains the highest rank between the pair is the one who depicts up to how many pups can be born.
Rank Pup Amount
Alpha / Luna(r) 4-8 pups
Beta 2-3 pups
Pack Spy 0 pups
Healer 1 pups
Warrior 2-3 pups
Hunter 2-3 pups
Scout 1-2 pups
Pup Watcher 1-2 pups
Omega 0 pups

Growth Rate & Stages

There are four stages to a wolf growing up, the first being the most obvious -- a child. A young wolf is not labeled a true werewolf until they reach three-years-old and gain their inner wolf. They continue aging until they reach thirteen-years-old and are give a training title based on one of the typical pack ranks of Warrior, Hunter, Scout, or Omega. When they are considered adult, they move up to their full title and are now sixteen-years-old.

Additional Information

Perception and Sensory Capabilities

Wolf sense of smell is impeccable and gives them advantage on noticing things, such as their mate's distinctive scent. They also have fantastic hearing, capable of hearing up to five miles away. A wolf can lift three times their body weight in their wolf form and four times their weight in their human form. Of course, another ability they contain is being able to shapeshift into their wolf form.

Civilization and Culture

Culture and Cultural Heritage

On Eskǎvaëís, there are three continents with werewolves - Chymoús, Shálmâne, and Vash'gir. On Chymoús, the Moonlight Expanse contains five wolf packs - Blue Desert Pack, Silver Forest Pack, Shadow Lake Pack, White Mountain Pack, and the Winter Moon Pack. Two packs on Shálmâne are the Dark Forest Pack and the Scarwood Pack.   However, Earth has a different tactic. The packs are governed by the Bond of Silver with the Representative of Werewolves looking over them. There are too many packs to name across all of Earth, but four of them (located on North America) are known as the Vain Pack, Horn Pack, Claw Pack, and the Storm Pack.

Common Customs, Traditions and Rituals

Crowned Alpha Coronation: A ceremony dedicated to making the Alpha Heir into an Alpha. The ceremony last for a quarter of the night before leading into the Pack Run.   Gaining an Inner Wolf: A time for a three-year-old pup's inner wolf to appear and make them into a full werewolf.   Luna Racing: A challenge that takes place if someone does not agree to the Alpha Heir's mate being the future Luna. These challenges can go one of two ways -- the future Luna is banished from being the Alpha Heir's mate or Luna Challenger is shunned for failing.   Moon Basking: A ceremony held every month with mated pairs that have a tribal mate necklace. This ceremony allows the necklaces to absorb the moon's light to strengthen the mate bond between the pair.   Pack Meeting: A meeting where the Alpha calls forth everyone who can hunt and take care of themselves -- basically those thireen years and older.   Pack Run: Twice a month, the able-bodied members of the pack gather together and go on a run through the surrounding territory. It is lead by the Alpha and his mate, if they are not pregnant. The run lasts through the whole night.   Transition Meal: A ceremony between family members and someone who is transitioning from one gender to another.   Ziena Fest: A festival held at the end of summer (glimmercrest) that represents the finishing of the season's hunt, and is connected to the constellation of Ziena.

Table of Contents

by 35030 (Pixabay)
 
Quick Facts
 
Genetic Ancestors:
Human
Wolf
 
Genetic Descendants:
Lycan
 
Origin / Ancestry:
Humanoids
 
Lifespan:
80 Years
 
Other Notes
 
Related Myths:
The Legend of Wolf Slayer
The Lycan Prophecy
 
Related Materials:
Werewolf Traits
Ability Score Increase: Strength +2, Dexterity +1, Constitution +1   Age: Reach adulthood by 16 years, and live less than a century.   Alignment: Any   Size: Medium   Speed: 30 ft. (walking), 60 ft. (running)   Languages: Common, Wolf Terminology   Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light.   Shapechanger. You can use your action to polymorph into a wolf, or back into your true form, which is a human. Your statistics, other than your AC, are the same in each form. If wearing any equipment, it will be torn to shreds upon changing shape. You revert to your true form if you die.   Inner Wolf. You can use your bonus action to let your inner wolf take over. Your statistics, other than your AC, will change based on who your inner wolf is. As long as your inner wolf is in control, you cannot choose what attacks or movements you make, but you can offer suggestions. During this time, the KT has control over your inner wolf, who is an NPC. If you and your inner wolf are working harmoniously, then both of you are in control and you can make the choices of attack.   Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.   Pack Tactics. You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.   Wolf Resilence. You have advantage on saving throws against poison, unless it is silver, and you have resistance against poison damage.   Wolf Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, warhammer, and melee attacks.
Tall & Stout
  Bold and hardy, werewolves are known as skill warriors, scouts, and hunters of nature. Though they stand well over 5.5 feet to 7 feet tall, werewolves are so broad and comapct that they can weigh as much as a body builder. Their courage and endurance are also easily a match for any of the larger folk.  
Long Memory, Long Grudges

by Margot-Noyelle

  Werewolves can only live up to a max of 100 years, yet they have outstanding memory when it comes to the any slight against them. They are solid and enduring like the moon that they love, weathering the passage of time with stoic endurance and little change. They respect the tradition of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to Bavara, the Moon, who uphold the werewolf ideals of industrious labor, skill in battle, and devotion to nature.   Individual werewolves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many werewolves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one werewolf is a wrong done to the werewolf's entire clan, so what begins as one werewolf's hunt for vengeance can become a full-blown clan feud.  
Clans & Packs
Werewolf packs stretch across their territory, where the werewolves farm and take care of nature. They love the beauty and artistry of nature and farming, and in some werewolves, this love festers into avarice. Whatever wealth they can't find in their respective territory, they gain through trade. They dislike boats and airships, so enterprising humans and elves frequently handle trade in werewolf goods along water routes. Trustworthy members of other races are welcome in werewolf settlements, though some areas are off limits even to them.   The chief unit of werewolf society is the clan and werewolves highly value social standing. Even werewolves who live far from their own packs cherish their clan identities and affiliations, recognize related werewolves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a werewolf.   Werewolves in other lands are typically artisans, especially weaponsmiths, armorers, and farmers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.  


Cover image: by Amelia Nite (Canva)

Werewolf (Bound/Alpha)

Packs rich in ancient combat, homes built from the strongest of metals, woods, and even into the sides of mountains, the echoing of howls across the lands, a commitment to clan and tradition, and a burning hatred of vampires and blood witches--these common threads unite all werewolves.
ability score increase: Strength +2, Dexterity +1, Constitution +1
age: Reach adulthood by 16 years, and live less than a century.
alignment: Any
Size: Medium
speed: 30 ft. (walking), 60 ft. (running)
Languages: Common, Wolf Terminology
race features:
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light.   Shapechanger. You can use your action to polymorph into a wolf, or back into your true form, which is a human. Your statistics, other than your AC, are the same in each form. If wearing any equipment, it will be torn to shreds upon changing shape. You revert to your true form if you die.   Inner Wolf. You can use your bonus action to let your inner wolf take over. Your statistics, other than your AC, will change based on who your inner wolf is. As long as your inner wolf is in control, you cannot choose what attacks or movements you make, but you can offer suggestions. During this time, the KT has control over your inner wolf, who is an NPC. If you and your inner wolf are working harmoniously, then both of you are in control and you can make the choices of attack.   Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.   Pack Tactics. You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.   Wolf Resilence. You have advantage on saving throws against poison, unless it is silver, and you have resistance against poison damage.   Wolf Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, warhammer, and melee attacks.

Tall & Stout

Bold and hardy, werewolves are known as skill warriors, scouts, and hunters of nature. Though they stand well over 5.5 feet to 7 feet tall, werewolves are so broad and comapct that they can weigh as much as a body builder. Their courage and endurance are also easily a match for any of the larger folk.  

Long Memory, Long Grudges

Werewolves can only live up to a max of 100 years, yet they have outstanding memory when it comes to the any slight against them. They are solid and enduring like the moon that they love, weathering the passage of time with stoic endurance and little change. They respect the tradition of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to Bavara, the Moon, who uphold the werewolf ideals of industrious labor, skill in battle, and devotion to nature.   Individual werewolves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many werewolves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one werewolf is a wrong done to the werewolf's entire clan, so what begins as one werewolf's hunt for vengeance can become a full-blown clan feud.  

Clans & Packs

Werewolf packs stretch across their territory, where the werewolves farm and take care of nature. They love the beauty and artistry of nature and farming, and in some werewolves, this love festers into avarice. Whatever wealth they can't find in their respective territory, they gain through trade. They dislike boats and airships, so enterprising humans and elves frequently handle trade in werewolf goods along water routes. Trustworthy members of other races are welcome in werewolf settlements, though some areas are off limits even to them.   The chief unit of werewolf society is the clan and werewolves highly value social standing. Even werewolves who live far from their own packs cherish their clan identities and affiliations, recognize related werewolves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a werewolf.   Werewolves in other lands are typically artisans, especially weaponsmiths, armorers, and farmers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.  

Barava, the Moon, Gold, & Clan

Werewolves who take up the adventuring life might be motivated by a desire for treasure--for their own sake, for a specific purpose, or even out of an altruistic desire to help others.   Other werewolves are driven by the command or inspiration of their deity, Bavara, the Moon, a direct calling or simply a desire to bring glory of their goddess.   Clan and ancestry are also important motivators. A werewolf might seek to restore their clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a werewolf might search for the axe wielded by a might ancestor, lost on the field of battle centuries ago.
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