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Background
In the first age, a small tribe of humans
who had made their homes deep in the forest witnessed their homes destroyed
by the onmoving civilization. After regrouping, they began a resistance
against the intruders, devoting their lives to protect the nature around them.
Their dedication touched the heart of Diocletian, the patron of Warlords,
and a deity familiar with nature. He bestowed upon them the powers of
nature, the bloodline of the animals in the forest, to aid them in their
quest. The humans became half-human, and half-beast. These who were later
known to be called the werebeasts roam the forests mostly in their human
form, but when in danger, or when the rush of adrenaline excites them, then
their hidden powers are released, and they will transform into the beast
they were blessed as.
While as the beast, the main attribute of the beast will be added to the
human's potentials. However this requires a lot of energy from the beasts,
which limits how often they can switch to beast form. What determines
which beasts they transform into is decided by the beast when it decides
you are ready for the merge. Thus only the more experienced werebeasts
shall know which beast they have been blessed with. Werebeasts also have
the instinct to predict danger nearby, enabling them to escape aggressive
mobs or no-exit traps.
Roleplaying with other races
Having seen their own populations decimated, they have developed an intense contempt for evil.
Races that are traditionally involved with engineering and masonry - town-building activities that
also involve flattening forests - are not good drinking partners for the werebeasts. The race they
dislike the most is the dwarfs. They also believe that magic as practiced by mages is unnatural.
Racial Legacies
Noteable Werebeast
Tips
- A werebeast must reach at least rank 15 before he can merge with an animal.
- Each werebeast may only transform into one kind of animal.
- Pain is a catalyst for lycanthropy.
Play the Game
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