Post by Kiera on Jul 1, 2014 19:28:21 GMT
LOUP GAROU
Similar to werewolves, these wolf-like beings are the product of Rundas: the God of all man-beasts. While most of these beings feel no real devotion to their creator, they are slaves to the moon when it is at its fullest. Forced to turn and kill in its name, willing or not they shift into what most would recognize as a larger sized wolf. But when not running on all fours the Loup Garou can blend in with other folk if desired, working and walking amongst humans and other beings of Truvestia.
An encounter with the Loup Garou can be expected to go several different ways, depending on the time of the month and how much control the individual Loup possesses. When in human form, they can be quite sociable and even friendly. But if angered to the point that their heart-rate increases that can change quickly, and trigger the turn in the process. Being a somewhat emotional race, they are known for reacting on impulse or anger rather than being the type to thing things through clearly. For this reason the Loup Garou are not always so welcomed amongst the other species of Truvestia as they are seen as more of a threat, and sometimes are even hunted and killed for being what they are. But when in wolven form, again depending on how much control the individual possesses the encounter can prove to be slightly more dangerous, or even deadly. Control of their anger is harder when turned, but not impossible. With focus, restraint and discipline the Loup Garou while not tamed, can be more docile and safer to approach. Much to their flaw, very few seek to stray from their rash ways.
In a land where slavery is as common as air, you can bet that the Loup Garou make exceptional 'pets' for their ability to turn into large canines. But taming something as hot blooded as the Loup Garou can prove challenging. They are fierce, strong, intelligent creatures that are more than likely the hardest species to break in Truvestia, and for this reason they are left to the most skilled slavers, or just left alone all together. However, while no Loup Garou likes being treated like a dog, some can be more willing than others and make the loyalists of companions, or pets.
APPEARANCE
As described before, the Loup Garou can turn into large wolves, averaging at 4 feet to the shoulder and six feet in length. But some have been recorded as small as 3 feet to the shoulder, and some as large as a full five feet to the shoulder. If that doesn't scare you enough, they come equipped with a large set of canines that can bite through flesh and bone as easily as a sword. Their fur can vary in different colors and patterns of grey, white, black, and brown. As long it is a natural color, it can happen. This means that no red, purple, or pink with blue polka dots pelts are possible. But while their fur color is natural, it is their eye color and size that separates them from other wolves. The most common eye color amongst this species is a obscure golden-yellow, but colors can also range from green, to blue, and even to more natural colors such as brown have been seen.
The Mark
While the Loup Garou can generally blend in, upon birth or first turn a mark, as though branded onto their skin by a hot-iron appears by magic. Be it their hand, wrist, shoulder or back the mark is there to mark them for what they are- the Loup Garou. This mark cannot be removed by any magic, it is there to stay. Even if you try to remove it my physical means, such as cutting the sliver of skin that bares the mark it will reappear once the area is healed. But regardless of how much control they may have, signs of irritation will likely be noticed even a few days prior to the arrival of the full moon. For first timers, the mark will appear during their first time, whether they were born a Loup Garou or turned.
The Bite
There are many rumors on how one may join this proud race. Drinking water from a paw print made by a Loup Garou, being conceived under the full moon, or even eating the meat of one. But only one method is known to work, and that is the bite. If you are bitten on the full moon, you will find yourself on all fours on the next moon cycle, running wild with a thirst for blood.
Children - Most likely to others advantage and safety, Loup Garou 'pups' grow just as a human child would. They have no supernatural abilities and are no different from a human at birth, and until they reach their early teen years. Their first turn generally happens between the ages of twelve and fourteen, but before then their abilities slowly start to develop a few years prior. Such as acute hearing and smell, and that special sixth sense that accompany canines of all types and sizes. Near the final stage and up until then, the Loup Garou to be will display signs of irritation and start to develop that anger that they are so well known for. After their first turn has happened the youngster will generally seek out another older and experienced Loup Garou to follow that will help teach them how to control this gift, or curse as it were.
ABILITIES [/font]
The Turn - Once a month when the moon is full, an overwhelming feeling takes over the Loup Garou. As if a beast is literally attempting to claw its way from the inside out, the change is an incredibly painful event as every single bone breaks in order to take the form of a canine. It is easier to learn to control the turn if one is born rather than bitten, but mastering the beast is never an easy task.
Heightened Hearing - If you're in its territory, odds are you've already been detected. In a natural environment the Loup Garou are able to pick up the faintest of sounds, such as twigs snapping as far as three miles off, or a gentle breeze rustling through the trees, easily picking up all sounds of the forest. Even naturally quiet races such as the elves can have trouble getting the drop on them, but have more luck and are possibly the only race able to get within seeing distance of the Loup Garou. However, their hearing is only this sharp when in their wolven form. When in human form, or in loud places such as towns and inns their hearing is disorientated, leaving their hearing only slightly better than an elf's, in human form.
Heightened Hearing - The Loup Garou's sense of smell goes unmatched. No one can out-sniff them, be it bloodhound or some other creature with a keen nose. Once they know your scent, they are capable of remembering it even after years have past. If you have someone that needs to be tracked down, the Loup Garou are your wolf.
Strength - While the Loup Garou won't be seen chucking boulders around like the Hulk, the Loup Garou do possess a supernatural strength. This is especially so when they are in their wolven forms. Stronger than horses they are able to carry a rider or two comfortably, but when not in their wolven form their strength only extends past a human's by so much. Where a human would put great effort into carrying 10 logs, it would only take a little effort on their part.
Eyesight - Their capability to see in total darkness most likely makes sight one of their strongest senses. Most unless their nose has been dulled rely firstly on smell, and hearing but the eyesight of the Loup Garou is incredible. They are not only able to see on the darkest of nights (or dungeons) but are able to see from great distances. No, they can't see a leaf fall from five miles away but they can see someone for example, moving in the forest be it towards or away from them from two to three miles away. This is another reason why other races or even themselves have trouble getting the drop on them.
Healing - Even being a supernatural creature in the land of the strange and exotic races, the Loup Garou do not possess instant healing. But their healing is still quicker than most. Where as a stab wound from a dagger would take a human, or most any other creature in Truvestia a week or more to heal, it would take the Loup Garou but a day. This can come in handy with training as healers should not be needed unless you have managed to bring them knocking on deaths door.
DISADVANTAGES [/font]
With so many perks you may think that the Loup Garou are invincible or impossible to take down alone, but nature always keeps balance. For every perk, there is a weakness.
Silver - It is no secret in Rebellium that the Loup Garou loath silver for its ability to burn them. This precious metal is like acid to them, burning instantly on contact and eating away at the skin and flesh of its victim. Wounds caused by silver, be it by a silver knife, sword or arrow it takes longer for them to heal. Where as an ordinary knife wound would take but a day to heal, it would take them twice as long to heal if the blade was silver. If silver pierces their Heart, the aftereffect would be fatal and end in death.
Wolfs Bane - Also known as Monkshood, this plant is found in moist mountainous climates in Truvestia. Wolfsbane is similar to silver for its ability to burn them, but it isn't as drastic. It hurts more than it causes damage, but if left on the skin long enough it will begin to burn the skin and eventually the flesh. There are also several different ways that other races can use this plant to their advantage. If simmered like a tea the product would be a strength-zapping beverage for the Loup Garou, a common tactic for slavers who are attempting to break this proud race. Though this tactic isn't just used by slavers, but even the Loup Garou themselves. The brave ones that hate the turn drink this wolfsbane tea, or water just before the turn for this weakens them physically and makes them less likely to break free from their bonds or cage.
Moon - Just as the moon is the beacon of their power, it is also their downfall. The power of the Loup Garou is rooted holy to the moon, as just as it fades, so does their abilities. On moonless nights they possess no supernatural powers. Senses and strength are dulled to that of a human's, and the ability to shift is also lost. But just as their strength fades with the moon, it also rises with it. Even if the moon is but a mere crescent they possess the ability to shift, but in human form their strength is only a smidge greater than a human's. When the moon is at its fullest, so is the Loup Garou for it is at this time that they are at their full potential.
Magic - In spite of being a creature of magic, the Loup Garou are unable to wield any magic besides the supernatural abilities they already possess. Efforts of healers or anyone else that uses magic to heal, or whatever they're attempting to do or change will find their spell backfiring on their subject, if not themselves as well. A healing spell could turn the Loup Garou green for example, or make them lose all of their fur. However, spells that inflict damage work differently. A conjured ball of fire will surely burn the unlucky Loup Garou as intended. This is part of natures way of keeping balance.
Mountain Ash One of the less well known Loup Garou weaknesses, mountain ash keeps the Loup Garou at bay, or can do the opposite and keep them where you desire. Think of it like demons with salt. Mountain ash doesn't burn them, but a circle or barrier in general is made around them, the Loup Garou are made helpless and can do nothing. A line of mountain ash at the dungeons door will ensure that they cannot leave, or enter. It can also be used to modify their behavior, and keep them from causing trouble. Where can one get their ands on this Loup Garou propellant? First you need to know how it is made. Mountain Ash refers to the Sorbus scopulina, a small to medium-sized deciduous tree. Burning the tree or even just a branch and collecting its ashes is the easy part. This tree is rare, and is found in the most dense and secluded areas of Truvestia's forest.
Lunar Eclipse - This being possibly one of the Loup Garou's biggest weaknesses, the Lunar Eclipse can happen once a year, or even up to three times. During this time, the Loup Garou are left powerless and are no stronger than a human. They are also unable to turn. The Lunar Eclipse is expected around a certain time of the month, but it is unpredictable, making it the Loup Garou's biggest weakness. This is usually when many take advantage of this and capture a Loup Garou) or more. It is prime time for the slavers.[/font][/font][/font]