"Don't go around tonight, Well, it's bound to take your
life, There's a bad moon on the rise."
- Vogerty the Bard
People
Danoç (Brd3/Ftr2)
Ricket (...)
Tachalin (...)
|
Book of the Werrid
[earth / chaos]
The Werrid of Teréth End appear in all "corners" of the world in many different forms.
Though many believe that their existance is due to a magical disease,
this is but a partial truth.
The origin of the Werrid is generally unknown. Reports
of the Werrid exist in most cultures, and can are documented in the earliest
records as living on the outskirts of society. Most maintain that
the Werrid are warped by the moons' magics, a form of magical lunacy which
draws their bestial natures forth. Others believe that they are
creatures of the those heavenly places, descended to Teréth End
to claim this world as their own.
The Werrid plague has been documented worldwide throughout
history. It reportedly can be transmitted by the bite of a Werrid.
Herbs and medicines sometimes stave off the infection, but more
times than not the victim is drawn into horrible episodes of animalistic
behavior and in some reports, a transformation into a Werrid. Though
many reports contradict this, the carrier of the disease is not believed
to have any effect on what form the victim may take. The bestial
nature of the Werrid seems to be an extrapolation of the person's personality.
Therefore, a Werrid-bear who transmits the disease may inadvertantly
create a Werrid-wolf, or Werrid-rat. In some Werrid cultures, the
decision to create more Werrid is a matter of great seriousness, since
it is not in the tribes best interests to "create" a Werrid of a rival
form.
Physiology: Most Werrid are sterile, expanding
their numbers through the "adoption" of other species. Those few
non-sterile members of the "tribes" may sire offspring that are more powerful
than the other members. These true Werrid are always sterile, but
often elevated to positions of rule over their respective tribes. Should
two true Werrid be produced within a tribe (an event so rare as to almost
not be included here), the tribe often splits into separate groups, each
following one or the other.
The Werrid, with some exceptions, seem more attuned to
day and night cycles than phases of the moon like many believe. Most
Werrid prefer dark and shadowy haunts over those of daylight, because
their Werrid-forms exist naturally in that environment. In daylight,
the Werrid revert to their "original" physical state. The moons
have further form-specific effects on these creatures.
All Werrid have a supernatural sensitivity to silver. Silver
weapons do double damage to the Werrid. The reason for this weakness
is unknown. The Werrid aversion to silver extends to all incidences
of the metal. A Werrid-rat for instance, that finds a pouch of coins,
must make Will rolls (modified by Greed) while trying to pluck the few
gold coins from the silver.
The lifespans of the Werrid vary according to their form.
Culture: Werrid society
varies greatly between the forms. All of these together are called
the "Tribes of the Moons". There are suspected to be rare events
that can bind the "tribes" together to seek common goals. It is
also believed that the "tribes" maintain communication between themselves,
bound by their mutual exclusion from common society.
Magic: Werrid spellcasters are very rare,
existing only in those members that were wizards before their transmogrification.
Werrid-bear
Werrid-rat
The Weyrd-rat are regarded by other "Tribes
of the Moons" as the lowest ranking Werrid-form. Unlike other
"tribes", the Werrid-rat are not very cohesive, rarely banding together
for a common cause (see Rat Cults).
Most live good lives as scavengers in resource rich areas of cities
and farmland.
Physiology: The most prolific of the Werrid
are the Werrid-rats. These vicious cretaures populate dark city
alleys and sewers throughout Teréth End. In their "original"
states, the Werrid-rats were mean, fearless, though not necessarily strong,
individuals who lived on society's perimeters and did as they liked. Many
were thieves and beggars with nasty dispositions; all traits that are
exaggerated in their Werrid-rat forms.
Werrid-rats have the uncommonly used ability to shapeshift
into a Giant Rat. This ability is usually reserved as a last option,
as sentience is lost when the transformation occcurs. The Werrid
remains a Giant Rat until the next full moon, or until the Giant Rat happens
to venture into daylight. The Werrid has no memory of his Giant
Rat experiences. When the re-transformation begins the Werrid will
have enough "survival instinct" to seek an appropriately sized area. If
the Giant Rat is trapped in an area that is too small for the transformation
to occur, the character is free to save against Will (DC 15) to avoid
the transformation until the opportunity next presents itself. If
the Will save fails, the GM is free to exercise creativity and begin rolling
damage for a messy transmogrification.
Although Werrid-rats can change back into Uren (or original)
form when subjected to daylight, the only advantages gained are appearance
and social. A Werrid-rat that reverts to its "original" form loses
all advantages gained from that form, i.e. Acute Senses, Disease-Resistance,
Enhanced Dodge, Night Vision, Sensitive Touch, Shapechange (Rat), Speak
With Animals, and a -2 from all Racially Learned Skills. Although
"original" form Werrid-rats do not keep their demi-shape powers, they
are retain deference by normal and giant rats. Werrid-rats cannot
maintain "original" form during the moon's full phase without a successful
save against Will (DC 20) once an hour.
Werrid-rats that return to the surface and resume their
original form look rat-like within the parameters of their original race's
features. Often, the chin becomes recessed, the hair sweeps back
from the face, the nose grows larger and pointier, the eyes become smaller
and narrower, and the person becomes hunched. These features appear
gradually over the lifetime of the Werrid-rat.
Culture: One feature that exists among the
Werrid-rat that doesn't occur among other Werrid are the establishment
of Cults. These Rat Cults usually center around the worship of some
minor deity or "powerful" creature that lives in the Cult vicinity. The
reason so many of these Cults exist is believed to stem from a combination
of Werrid-rat characteristics. The Werrid-rat are among the least
intelligent of the Werrid, and more prone to accepting truths based on
circumstantial evidence. Not having a cohesive tribal society, the
Cults provide a sense of community among themselves. In areas of
scant resources, the Cults provide a mechanism to pool and share resources.
Without these Cults, the Werrid-rats are nearly always loners.
Religion:
D&D:
GURPS: Werrid-rats
are 100 CP GURPS characters. Disadvantages common among Werrid-rats
are Odious Personal Habit (Smell) (-5 CP) (GBSp26), Secret Identity (GC1p79)
(Respectable Human identity?), Social Stigma (Outlaw) (-15 CP) (GBSp27),
and Uneducated (-5 CP) (GC1p79). Common advantages among the Werrid-rats
are Cast Iron Stomach (+15 CP) (GC1p51), Clinging (+25 CP) (GC1p51), and
Perfect Balance (+15 CP) (GC1p63).
GURPS Werrid-rat Package |
IQ -1 |
-10 CP |
DX +1 |
+10 CP |
Bad Temper |
-10 CP |
Greed |
-15 CP |
Infectious Attack |
-5 CP |
Lunacy |
-10 CP |
Reputation (All) -3 |
-15 CP |
Sterile |
-3 CP |
Overweight / Skinny* |
-5 CP |
Ugly Appearance |
-10 CP |
Vulnerability (Silver) |
-5 CP |
Acute Hearing +2 |
+4 CP |
Acute Taste and Smell
+3 |
+6 CP |
Sensitive Touch |
+10 CP |
Climbing Skill (DX+1)** |
+4 CP |
Disease-Resistant |
+5 CP |
Enhanced Dodge |
+15 CP |
Fearlessness +3 |
+6 CP |
Fur |
+4 CP |
Multiple Forms (Human,
Rat) |
+10 CP |
Night Vision |
+10 CP |
Scrounging Skill (IQ+2)** |
+4 CP |
Speak With Animals (Rats) |
+7 CP |
Stealth Skill (DX+2)** |
+8 CP |
CP Balance |
+15 CP |
* This disadvantage can be taken either
way. In areas where there is little available food, Werrid-rats
are often Skinny, whereas in areas where food is plentiful, Werrid-rats
are overweight. Werrid-rats are not known for their restraint.
** This is a Racially Learned Skill
(GFFp16).
No special Character Packages are necessary for Werrid-rat
denizens of the first two layers of the Lower
Streets. The Werrid-rats of that area typically live in the
dark-underneath by day, venturing into the City to scrounge for food by
night. It is therefore not uncommon for Werrid-rats to be familiar
with both regions.
Werrid-wolf
|
Races
The main races of Teréth End are:
Uren (Humans)
Chaosborn (Magic-Kin)
Duinu (Dream-Folk)
Dwürden (Dwarves)
Ejara (Dream-Folk)
Elve (Elves)
Faer (Changelings)
Faeri (Faerie)
Gnorm (Gnomes)
Gru
Grumun
Halvarel (Elf-Kin)
Halvers (Human-Kin)
Hörks (Elementals)
Ikitikirittik (Insectoids)
Neveren (Elf-Kin)
Ogren (Half-Ogres)
Ortor (Orcs)
Sha'al (Saurians)
Shul (Centaurians)
Urdar (Goblins)
Werrid (Lycanthropes)
Zultaya (Ichthyoids)
|