Vaxia Conditions

Undead

Undead
The Undead as a class, encompass a variety of different things. In general, though, the undead are anything that was once dead, but now has some semblance of life. Living things resurrected by holy magic or life magic are excluded, and anything created with necromancy is usually included.

Nearly all undead, like most cursed individuals, have an unnatural aura, which animals (especially horses) can sense and are terrified of.

A near-infinite variety of undead can exist, limited only by the talent and creativity of a necromancer. The most common forms include the following:

    Druj
    ---
    Ghosts Ghosts are the metaphysical remains of deceased persons who have not yet wandered into the Shadow Realm usually for natural reasons. Most commonly, ghosts will remain if the manner of death was violent, or if the ghost has some connection to something in the world.
    Lichs Lichs (or liches) are the most powerful of undead creatures. They are a special case, rarer, as undead go, but still some of the most feared and terrifying of any monsters. Soulless and immortal, they are free-willed and evil, and even if there were mortal men stupid enough to attempt to control one, it would be impossible to summon the power.
    Skeletons Generally, the skeleton is an internal array of bones (or external case of chitin, in the case of exoskeletal creatures) that serves as a support structure for most animals. In Vaxian usage, however, it usually refers to animated skeletons, which are undead creatures like Zombies but whose flesh has all decomposed away and who are usually given weapons. They are animated by necromancers, who control them like puppets.
    Vampires Vampires in Vaxia are mostly undead, individuals who have been cursed and brought back to a form of half-life by another vampire. There are many different clans of vampire, with differing abilities. Vampyres are just the same, the only real difference being that they can't spell correctly.

    Vaxia/Races/Undead/Wights Wights are undead creatures that are similar in construction to Vaxia/Races/Undead/Zombies and Vaxia/Races/Undead/Skeletons, in that they are raised from dead bodies by necromancy. However, they somehow have slightly more free will than the others, and are often given armor.
    Wraiths : Wraiths and Shades
    Wraiths and shades are barely-corporeal undead creatures which are created by necromancy. A necromancer fishes a recently-deceased soul out of the Shadow Realm and gives it form. The resulting creature is fairly independent, but not sapient, and can best be described as rage given form. If the necromancer fails to keep tight control over his wraiths, they may turn on and kill him. They are something like thick black clouds or thin black sheets, and are often, but not always, given metal claws.

    Zombies
    Zombies are undead creatures with no mind of their own. A necromancer raises a fresh corpse from the dead, and operates it as a puppet.

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Skeletons

Skeletons

Generally, the skeleton is an internal array of bones (or external case of chitin, in the case of exoskeletal creatures) that serves as a support structure for most animals. In Vaxian usage, however, it usually refers to animated Skeletons which are Undead creatures like Zombies but whose flesh has all decomposed away and who are usually given weapons. They are animated by necromancers, who control them like puppets. If the necromancer should lose control or interest, the skeleton will usually collapse into a pile of bones, though occasionally it will go on a mindless rampage. Behavior when uncontrolled is the major difference between skeletons and zombies, besides the flesh thing.

Animated skeletons are a little harder to make than zombies, primarily because while a zombie can use the existing flesh and muscle to stay intact, skeletons stay coherent only because the magic keeps them so. This means that a skeleton can usually reassemble itself when damaged, unless the spell that powers it runs out of energy. Your best bet with a skeleton is to kill the necromancer that controls it, then smash it until it stops putting itself back together.

Creation and Ruling
Creation of an animated skeleton obviously requires a skeleton. The difficulty to reanimate this skeleton can be anywhere from 70 plus 30 Added Difficulty (if the skeleton is clean is fresh and the surroundings are conducive to necromancy) to 90 plus 30 Added Difficulty. Increase difficulty by 10 for each undead creature already under the necromancer's control, excluding those which have any free will of their own.

Once he has brought his creation to "life", the necromancer can attempt to seal the spell into his creation to make it last more than the standard few hours, which works the same way as enchantment (and uses the difficulties under 'extending a spell effect' on that page).

Unless subverted by another necromancer, the zombie should obey all orders from its master unquestioningly.
Stats are as follows:

    Life: Equal to the spell's Points Produced.
    Endurance: A skeleton's endurance is always 25.
    Strength: Equal to the spell's Points Produced.
    Dexterity: Equal to the spell's Points Produced.
    Intelligence: Equal to the Points Produced, divided by 9.
    Spirituality: Skeletons always have zero spirituality.
    Charisma: Skeletons always have zero charisma.
    Skills: Skeletons can be given skills at the caster's discretion. They will be equal to the Points Produced, but every skill added increases the difficulty of the spell by 15. Examples of possible skills:
      Physical Combat: A skeleton can be given a physical combat skill. It can be given a skill for the use of a weapon, if it is given one.
      Awareness: Skeletons can be given awareness skills, limited to two senses like any awareness skill.
      Intimidation: Skeletons can be given an intimidation skill.
      Magic: Skeletons cannot use magic per se. However, if the caster is himself any other sort of mage, he can imbue his creations with the essence of a magic. For example, a mage who is both a necromancer and a pyromancer can create fire-breathing skeletons. This requires a separate roll for imbuing the magic.
      Other Skills: Up to the discretion of the SH and the caster.
    All the stats and skills of a skeleton are subject to a hard cap of 75, and cannot be higher than that except under extraordinary circumstances.

See Also
Vaxia/Races/Undead/Wights are like skeletons, but are usually given armor and a small degree of free will.

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Wights

Wights
Wights are Undead creatures that are similar in construction to Vaxia/Races/Undead/Zombies and Vaxia/Races/Undead/Skeletons, in that they are raised from dead bodies by necromancy. However, they somehow have slightly more free will than the others, and are often given armor.

They are as hard to kill as Zombies or Skeletons with the added problem that you have to get through an exoskeleton, too, although they do tend to be somewhat slower. Generally, I think it’s wise to simply avoid wights, if you see them. Pushing them off a cliff, into a pit, or off a boat is usually a fairly effective measure for getting them out of your hair.

Creation and Ruling
Creation of a wight requires a skeleton, armor (usually light metal plate, though most kinds of armor works just as well), and a weapon. The skeleton is reanimated while wearing the armor, at a difficulty which can be anywhere from 70 plus 60 Added Difficulty (if the skeleton is clean is fresh, the surroundings are conducive to necromancy, and the armor fits well) to 90 plus 60 Added Difficulty. Increase difficulty by 10 for each undead creature already under the necromancer's control, excluding those which have any free will of their own.

Once he has brought his creation to "life", the necromancer can attempt to seal the spell into his creation to make it last more than the standard few hours, which works the same way as enchantment (and uses the difficulties under 'extending a spell effect' on that page).

Unless subverted by another necromancer, the wight should obey all orders from its master unquestioningly.
Stats are as follows:

    Life: Equal to the spell's Points Produced.
    Endurance: A wight's endurance is always 25, plus the endurance bonus of the armor it is made with.
    Strength: Equal to the spell's Points Produced.
    Dexterity: Equal to the spell's Points Produced, minus the dexterity penalty of the armor it is made with.
    Intelligence: Equal to the Points Produced, divided by 7.
    Spirituality: Wights always have zero spirituality.
    Charisma: Wights always have zero charisma.
    Skills: Wights can be given skills at the caster's discretion. They will be equal to the Points Produced, but every skill added increases the difficulty of the spell by 15. Examples of possible skills:
      Physical Combat: A wight can be given a physical combat skill. It can be given a skill for the use of a weapon, if it is given one.
      Awareness: Wights can be given awareness skills, limited to two senses like any awareness skill.
      Intimidation: Wights can be given an intimidation skill.
      Magic: Wights cannot use magic per se. However, if the caster is himself any other sort of mage, he can imbue his creations with the essence of a magic. For example, a mage who is both a necromancer and a pyromancer can create fire-breathing wights. This requires a separate roll for imbuing the magic.
      Other Skills: Up to the discretion of the SH and the caster.
    All the stats and skills of a wight are subject to a hard cap of 100, and cannot be higher than that except under extraordinary circumstances.
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Nine Moons

Nine Moons
Nine Moons are the "original" type of vampire, dating back to before the Cataclysm, from which all other vampire templates were copied. They were created by Averatos who has been compared to a pre-Cataclysm Necromos They are rumored to be extinct, and if they are not, then they are extremely secretive and extremely good at keeping themselves hidden, because not much is known about them, and there has not been a confirmed sighting of a Nine Moons for many centuries. Nine Moons are the most powerful of Vampires and are rumored to be somehow undetectable to holy magic and necromancy. Certain conspiracy theories have the Nine Moons Clan as a secret shadow government, like the Illuminati. One of the few things known about them is that they are associated with a symbol called the Tanhasaar which consists of nine points and nine lines.

The Nine Moons vampires are very evil, glorying in the suffering of innocents and working towards a return to Averatos's ideals. The best thing that can be said for them is that they will never deign to work with any other 'evil' groups: they feel that Necromos is nothing more than an incompetent plagiarist, all other vampire clans are cheap knockoffs not worthy of existing, and all other 'evil' people are simply beneath contempt. They do not, however, hesitate to trick other 'evil' groups into working towards their own ends.

Targets for Turning
The process of creating a new Nine Moons vampire is more complicated than any other. It is a week-long process only understood by the Nine Moons masters themselves. They only ever transform individuals who fulfill the following criteria:

  • Must be a very powerful sorcerer in their own right, preferably a necromancer.
  • Must be totally loyal to the Nine Moons organization and agree with all their philosophies, especially their love for Averatos's legacy.
  • Must pass a series of tests, which can take almost any form and may not be identified as such to the candidate.

Skill Affinity
Many Night Moons vampires study and practice necromancy, fascinated with death and the Undead They often consider themselves to be among them, having 'died' when they were cursed.

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LanCorian

Lan Corians

The LanCorian Vampires came into being when a large group of Bloody Shroud were imprisoned in Grokul prison by Emperor Minos. To ensure their survival in the sealed prison, some changes were made to the basic vampire template, orchestrated by Don Julian, the leader. These vampires began eating flesh as well as blood, to maximize the benefit from feeding, and found a way to reproduce sexually.

Culture
The LanCorians are powerfully family-oriented, and consider themselves the aristocracy of vampires, living in large mansions and favouring frequent fancy dress parties. Nearly all LanCorians live with large families known as clans and are led by Corianders.

Corianders are the leaders and protectors of the indvidual LanCorian clans. They are generally elected in some form by the clan.

Don Julian was the only Supreme Coriander, whom was even above and in charge of each clan Coriander, and those without a clan. Since his demise there has not been another which has caused for some interesting turmoil for those that find themselves without a clan. These clan-less, ones are often called rogue LanCorians, and tend to have a much lower status with those in a clan, even mocked, and ostracized. They are rare, but do exist, shunning all LanCorian culture and acting as a rebel due to their treatment.

    Naming
    A newly-turned LanCorian will keep his original name, and will add the name of the Coriander's family and LanCorian to it.
    If a LanCorian is born in the normal fashion, then they tend to not get a family name, only LanCorian. They can earn the family name by serving as a donor.
    If a new Coriander takes control of a clan, they all keep their old family names, but the Coriander usually chooses a new one for themself. From then on, all donors and new vampires that Coriander makes will take on their new family name.
    The names Julian, Julia, Julius, and other variants are quite consistently prevalent among the LanCorians.

Physiology
LanCorians, like most vampires, do not maintain homeostasis or produce any heat, and thus remain at the ambient room temperature of their surroundings. They also do not sweat or produce skin oils, and do not need to breathe (except to speak), and the only secondary bodily systems that remain fully functional are the digestive system (slightly modified to convert flesh into necromantic energy) and the reproductive system.
A child has a 50% chance to be born a LanCorian if one of the parent's is a LanCorian, if both of the parents are LanCorian then the child will also be a LanCorian.

LanCorians can take on attributes of whatever they feed on, if they feed on enough of it. It is due to this that LanCorian's tend to avoid feeding on the same thing for too long, and many avoid certain creatures of whose attributes they wish to avoid at all costs.
Many rogue, LanCorians, such as Elissa the Crow, deliberately maintain permanent animalistic characteristics, often favoring feathers or scales, as an act of defiance towards other LanCorian's.

Targets for Turning
Any aristocrat or prominent influential individual can find themselves a target for a LanCorian. They favor prestige, and will often seek to turn several generations of a given family to establish a new cluster of vampires, rather than stopping with one individual.

Skill Affinity
Persuasion skills are common among the LanCorian, though many have them from before their turning. They also collect various lore skills to sate a general intellectual curiosity, often favoring history, though not exclusively. Any advanced discipline, like metamagic, biomancy or rune magic, is also a likely pick for a LanCorian.

LanCorian Clans

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This organization does NOT have goals
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200
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25
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25
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25

Muratori Vampires

Muratori Vampires

The Muratori Vampires are essentially Ghosts with teeth. When Emperor Jhad razed the city of Muratori to the ground, killing everyone in it, the inhabitants remained in the Vaxian realm as dreads, and the apprentice of Necromos named Muratos, now the leader of the Muratori, twisted them further for his own purposes. The city itself somehow has a reflection in the Shadow Realm which the Muratori have a strong connection to. While the real city of Muratori is a long-dead ruin, the shadow reflection burns with a perpetual fire.

Targets for Turning
Summoners are common targets for the Muratori, as are strong mages of nearly every variety.

Skill Affinity
Shadow magic is common among the Muratori Vampires specifically with the ability to turn into raw shadow essence for sustained periods. Given their targets, metamagic is also fairly common, as it's a useful tool to weaken or disrupt those they would hope to turn.

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Lom Gunji

Lom Gunji
Lom Gunji are Vampires from Vaxia/Locations/Shi Inkahan. "Lom Gunji" is Shinkan for "Serpent's Tooth". They were created by Hickorigatta one of Necromos's Apprentices, and are depraved and demented, and have control over their degeneration ability, which is a variant of standard vampiric regeneration where they can grow extra limbs. They often grow extremely long proboscis-like tongues, with which they drink blood, and have been known to spit acid and miscellaneous noxious and corrosive substances.

Lom Gunji frequently grow an extremely long (around eight feet) tongue with fangs on the tip. It can be used as a vicious whip-like weapon, and to feed like a straw, and other icky things. Most have that, from rebirth. After that, growing more monstrosities is a matter of taste (or lack thereof) and they include claws, wings, talons, extra limbs, sensory organs, reproductive organs, or anything else they dream in their fractured mind.

The Lom Gunji secretly control the Kuei Kajan ("Red Lotus"), a major populist party in Shi Inkahan. This secret is not particularly well-kept: Emperor Xiao Ken knows, pretty much anyone above average in GHOUL City knows, it is fairly common knowledge in any rural, Dachairo-controlled areas of Shi Inkahan. The news often reach the cities, but the Kuei Kajan know that "The Man" will do anything to put them down, including accusing their righteous party of being in bed with the devil. (Its kinda like today, people saying that 9/11 was done on purpose by Israeli forces. Outrageous claims, some people believe it, the Israelis rightfully scoff at it.) Kuei Kajan scoffs at the accusation too. Unlike the Israelis, for Kuei Kajan, it's sadly one urban legend that is true. The Lom Gunji are also thought to support the Pirates that plague Shi Inkahan's coasts - certainly vampiric assistance is a good explanation for the tenacity and organization of these buccaneers.

The Lom Gunji are led by The Alchemist one of the few, or perhaps the only vampire with protection spells powerful enough to step out in the sun and give an appearance of humanity. His outward persona is that of an old intellectual and cunning politician, who blocks Xiao-Ken's every move. Emperor Xiao-Ken suspects that the Alchemist is actually the same person as Lord Xen Kuan, the leader of the Kuei Kajan. If not, then Xen Kuan is a puppet of the Alchemist.

Their secret headquarters are located in Imperial Kiotoi in the old Varavatra Quarter, which doesn't have many Vaxia/Races/Mojingans anymore, unless they're dirt poor, may Varavatra spin in his grave. The actual building, is The Sanitarium, a mad house for people who cant afford real mental health care, or are too dangerous for it. No one believes the inmates when they shout about monsters coming to feed from them every night, etc. They're just crazy.

Sankooyo
Lom Gunji trained in powerful biomancy are capable of merging into one another, creating a monster called a Sankooyo. This is only moderately difficult, though it is significantly harder to unmerge them afterwards.

Notable Lom Gunji

Targets for Turning
Lom Gunji have little pattern to their chosen targets. Badly wounded enemies in combat are the closest thing to a preference they've been shown to have. Otherwise, it seems very random.

Skill Affinity
Most Lom Gunji excel in biomancy and warp their bodies in ways that match no known creature. Otherwise, their focus is typically on raw power and their vampiric combat skill.

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Wraiths

Wraiths
Wraiths and shades are barely-corporeal Undead creatures which are created by necromancy. A necromancer fishes a recently-deceased soul out of the Shadow Realm and gives it form. The resulting creature is fairly independent, but not sapient, and can best be described as rage given form. If the necromancer fails to keep tight control over his wraiths, they may turn on and kill him. They are something like thick black clouds or thin black sheets, and are often, but not always, given metal claws.

Creation and Ruling

    Creation of a wraith requires nothing more than an angry spirit. The difficulty to summon and bind this spirit can be anywhere from 70 plus 30 Added Difficulty (if the spirit is willing and the surroundings are conducive to necromancy) to 90 plus 30 Added Difficulty. Increase difficulty by 10 for each undead creature already under the necromancer's control, excluding those which have any free will of their own.

    Once he has brought his creation to "life", the necromancer can attempt to seal the spell into his creation to make it last more than the standard few hours, which works the same way as enchantment (and uses the difficulties under 'extending a spell effect' on that page).

    Unless subverted by another necromancer, the wraith should obey all orders from its master unquestioningly.
    Stats are as follows:

  • Life: Equal to the spell's Points Produced.
  • Endurance: A wraith's endurance is always 20.
  • Strength: Equal to the spell's Points Produced.
  • Dexterity: Equal to the spell's Points Produced.
  • Intelligence: Equal to the Points Produced, divided by 8.
  • Spirituality: Equal to the spell's Points Produced.
  • Charisma: Wraiths always have zero charisma.
  • Skills: Wraiths can be given skills at the caster's discretion. They will be equal to the Points Produced, but every skill added increases the difficulty of the spell by 15. Examples of possible skills:
    • Physical Combat: Wraiths can be given a physical combat skill. It can be given a skill for the use of a weapon, if it is given one.
    • Awareness: Wraiths can be given awareness skills, limited to two senses like any awareness skill.
    • Intimidation: Wraiths can be given an intimidation skill.
    • Magic: Wraiths cannot use magic per se. However, if the caster is himself any other sort of mage, he can also imbue his creations with the essence of a magic. For example, a mage who is both a necromancer and a pyromancer can create fire-breathing wraiths. This requires a separate roll for imbuing the magic.
    • Other Skills: Up to the discretion of the SH and the caster.
  • All the stats and skills of a wraith are subject to a hard cap of 75, and cannot be higher than that except under extraordinary circumstances.

Shades

    Shades are larger and stronger than wraiths, but their grip on the world is more tenuous. They are more difficult to see, and physical weapons are more likely to pass through them without damaging them.

    Both shades and wraiths are extremely susceptible to fire, and can often be destroyed by waving a torch through them, or setting them on fire in any other way.

    Creation and Ruling

      Creation of a shade requires nothing more than an angry spirit. The difficulty to summon and bind this spirit can be anywhere from 70 plus 60 Added Difficulty (if the spirit is willing and the surroundings are conducive to necromancy) to 90 plus 60 Added Difficulty. Increase difficulty by 10 for each undead creature already under the necromancer's control, excluding those which have any free will of their own.

      Once he has brought his creation to "life", the necromancer can attempt to seal the spell into his creation to make it last more than the standard few hours, which works the same way as enchantment (and uses the difficulties under 'extending a spell effect' on that page).

      Unless subverted by another necromancer, the shade should obey all orders from its master unquestioningly.

      Stats are as follows:

    • Life: Equal to the spell's Points Produced.
    • Endurance: A shade's endurance is always 30.
    • Strength: Equal to the spell's Points Produced.
    • Dexterity: Equal to the spell's Points Produced.
    • Intelligence: Equal to the Points Produced, divided by 7.
    • Spirituality: Equal to the spell's Points Produced.
    • Charisma: Shades always have zero charisma.
    • Skills: Shades can be given skills at the caster's discretion. They will be equal to the Points Produced, but every skill added increases the difficulty of the spell by 15. Examples of possible skills:
      • Physical Combat: Shades can be given a physical combat skill. It can be given a skill for the use of a weapon, if it is given one.
      • Awareness: Shades can be given awareness skills, limited to two senses like any awareness skill.
      • Intimidation: Shades can be given an intimidation skill.
      • Magic: Shades can be given the ability to use shadow magic or ice magic. If the caster is himself any other sort of mage, he can also imbue his creations with the essence of a magic. For example, a mage who is both a necromancer and a pyromancer can create fire-breathing shades. This requires a separate roll for imbuing the magic.
      • Other Skills: Up to the discretion of the SH and the caster.
    • All the stats and skills of a shade are subject to a hard cap of 100, and cannot be higher than that except under extraordinary circumstances.
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Werebeasts

Werebeasts
Werebeasts therianthropes, werewolves, lycanthropes, wererats, were-other-animals, are all terms with varying degrees of specificity for the same general sort of thing, a subset of beastpeople. This is an ancient curse of uncertain origin, though it is thought to be related to Vaxia/Magic/Biomancy. The curse takes different forms, but generally, a werebeast transforms into his animal at night, usually during the full moon (though there are some werebeasts who are always transformed, and there are some who transform for various portions of the month, and most werebeasts can also transform at will), and when he is in animal form, is usually an uncontrollable killing machine.

The most common theory is that, just as a vampire's Curse is powered by blood and life force, the werebeast's Curse is powered by magical energy from the moon. The beast form is thought to be more conducive to gathering environmental magical energy than a humanoid form, so the werebeast transforms once a month, while the moon is strongest. Under normal conditions, this is sufficient to sustain the Curse.

Werebeasts who live underground in GHOUL have found that this is not sufficient for them. Without access to the direct light of the full moon, they become lethargic and fatigued. Most of them voluntarily remain transformed all the time, so as to better absorb the low levels of ambient magical energy, which also suffices to sustain the Curse.

  • Lifespan: - The werebeast curse usually lengthens the natural lifespan of the afflicted, but werebeasts live violent lives and tend to die early, so the exact limits to their lifespan, if any, are not well-studied.
  • Typical Height/Build/Distinctive Traits: - When not transformed, werebeasts appear to be normal individuals of their race, though they may take on some subtle traits and habits of their animal form. When transformed, they appear to be larger, more aggressive versions of a normal creature of their type.
  • Where Found: - Nearly everywhere, but mostly forests and Vaxia/Locations/GHOUL.

Infection
The werebeast curses are transmitted via bodily fluids, most commonly by biting. Claw scratches are unlikely to transmit the curse, but any fluid-to-fluid contact (including kissing and intercourse) probably will, even if the werebeast is not transformed at the time. Usually, a transformed werebeast will go either completely berserk and attempt to maul everything in sight, or he will go completely berserk but only attempt to maul sapient beings, so as to transmit the curse more effectively.

If the victim is already a werebeast or a vampire, their existing curse will not allow a new one to take hold, and they will not be infected.

For notes on ruling specifics for werebeast infection, refer to the Vampires and Werebeasts page in the System section of the wiki.

Carriers
The curse only has the above effect on sapient, intelligent creatures. If the Curse is transmitted to a non-sapient, natural, vertebrate animal, and the animal survives, it instead makes the animal a carrier for werebeastism. The only noticeable change to the carrier is that the carrier becomes slightly more aggressive, especially around the full moon. But if a carrier then bites (or otherwise infects) a sapient individual, the sapient individual will then contract a form of werebeastism templated upon the animal that bit him.

For example: an elf werewolf bites a boar. The boar, being tough as nails, survives, and becomes a carrier. The boar then gores a human, who becomes infected with werebeastism. But the human becomes a wereboar, not a werewolf.

Tougher and bigger animals (e.g. boars, bears, big cats, and direwolves) are more likely to survive a mauling by a werewolf, and are thus more likely to pass the Curse on, partially explaining why these sorts of werebeasts are more common than lesser versions (e.g., werepenguins or werepigeons). (To the layperson, weredirewolves are largely indistinguishable from werewolves.)

Invertebrates (such as insects, arthropods, or molluscs) and very magical creatures (such as unicorns, Dragons phoenices, or stalkers prime) are too different from natural vertebrate animals for the Curse to derive a proper template, and are thus usually entirely unaffected by the werebeast curse.

Additional Notes
Even touching silver will cause burns to a werewolf. These burns increase with the purity of the silver and the duration and surface area of exposure.

Society
Werebeasts do not have any one coherent societal structure. Each werebeast will tend to behave like his animal, and they do generally tend to group into similar types - for example, wererats will group with other wererats, werewolves will form packs, and werelions will form prides. Thus, werewolf society resembles wolf society and the strongest fighter becomes the alpha male, werepenguin society resembles egalitarian penguin society, werebear society resembles antisocial bear society, and so on.

Any animal can be the object of werebeastism, but some are more common than others. Examples include:

Werebadgers
Werebears

Wereboars

Wereboars are perhaps the second- or third-most-common form of werebeast, when a human or other sentient person is afflicted with the kapranthropy curse and transforms into a large boar-like monster around the full moon.

Wereelephants
Weregriffins

Werecats

There are a number of types of werecats, sapient mortals under the effect of ailouroeidanthropic curses. As well as more generic 'big cats', varieties include weretigers and werelions.

Werepenguins

Werepenguins are a rare form of werebeast, where the victim of pigkouinanthropy transforms into a penguin-like animal around the full moon.

Wererats

Wererats are a fairly common kind of werebeast, where a person afflicted with nyfitsanthropy transforms into a rat-like creature, usually much larger than regular rats, around the full moon.

Weretortoises

Weretortioses are a relatively rare form of werebeast, regular people afflicted with chelonanthropy so that they turn into a turtle-like creature once a month, on the full moon.

Werewolves

Werewolves are the most common form of werebeast, when a human or other sentient person is afflicted with the lycanthropy curse and transforms into a wolf (or direwolf or wolf-like monster) around the full moon.

("Werebeast" is not a race. A werebeast character is listed as their original race, but with the werebeast Condition)

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Politics:

Werebeasts are not allowed in the Vaxia/Organizations/Vaxian Empire (i.e., Vaxia/Locations/Argonn), even with ID cards. Even the nicest werebeast is uncontrollable and a menace to society while transformed, so short of being vouched for by the likes of First General Kire Cordock or someone of similar clout, agreeing to take all responsibility and punishment for a werewolf's violent actions upon himself, it is not allowed.

Vaxia/Notable Characters and NPCs/Gaunth, using the magic of the Vaxia/Races/Undead/Vampires/Children of Kosmo managed to completely tame transformed werebeasts. Since his death, this has ceased to be as easy, but using a combination of Vaxia/Mysteries and Oddities/Gwyne (which has a calming effect), inspiring speeches, Vaxia/Notable Characters and NPCs/Queen Anne's Majesty skill (inherited from Gaunth), and the efforts of lesser Children of Kosmo werebeasts dwelling in GHOUL have been fairly controllable, which is still significantly better than the uncontrollable monsters they could expect to become anywhere else.

Since the Vaxia/History/Naga Nori War, werebeasts are now allowed in Vaxia/Locations/Ramsalon, so long as they (or their families) are able to prove they have provided secure accommodations during full moon. Even so, that policy has led to increased tensions and occasional violence with the populace.

Events:

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Ghosts

Ghosts are the metaphysical remains of deceased persons who have not yet wandered into the Shadow Realm usually for natural reasons. Most commonly, Ghosts will remain if the manner of death was violent, or if the ghost has some connection to something in the world.

Usually, ghosts are undetectable by anyone other than people with very high spirituality, necromancers, and people with aura-reading or specific 'can see dead people' skills. However, some ghosts can appear to people in dreams, and occasionally they can affect the physical world directly. The vast majority of the time, ghosts are completely harmless.

Ghosts are Undead so necromancers can sense, manipulate, speak to, and control them.

A rule of thumb is that a ghost will last roughly as long after death as they did during life before they have completely faded away. Thus, an elf may remain a ghost for centuries, while a human will only last a few decades after death. This time may be shortened if they travel to some harsher place, such as the Shadow Realm, or lengthened if there is something holding them to existence, such as some important task left uncompleted. Certain magics, including holy magic and necromancy, can destroy a ghost permanently.

Related variations:
Dreads are a special case of ghost, whose manner of death was so horrific that they suck the happiness out of everyone they come in contact with.
Muratori Vampires are another special case of ghost, classified as Vampires mostly because they feed on the living.

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