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WEREWOLF LEADERS IN VERO

Lupercus: Theodore (Sylvan Fae)

LYCAN LEVELS AND INHERENT POWERS

Omega

  • Animal Awareness (Weak): Can sense unshielded lycans and other supernatural beings (e.g., vampires, humans, humans with powers, etc.).

  • Healing: Can heal wounds by shifting to beast form, but it doesn't fully heal wounds caused by silver, other lycans, or vampires.

  • Internal Beast: A metaphysical presence within the lycan that can be provoked to shift by stress, fear, orgasm, or sight of blood. The inner beast can be projected as an aura to greet other lycans.

  • Senses (10x compared to humans): Enhanced hearing, sight, smell, taste, and touch.

  • Stamina (5x compared to humans): Increased endurance, strength, speed, and reflexes.

  • Unrestrained Transformation: Once shifted, they remain in beast form for 8-12 hours. Afterward, they pass out and shift back to human form. Shifting too quickly (animal to human) drains energy, causing a coma-like sleep for a minimum of 12 hours.

  • Vital Signs Changes: Heart rhythm, muscle tension, perspiration scent, and emotional indicators change with lycanthropy.

Moderate

  • Animal Awareness (Moderate): Can sense unshielded and shielded lycans, as well as other supernatural beings.

  • Healing: Can heal wounds by shifting completely, with faster healing. Blood loss weakens the lycan. Wounds caused by silver, fire, and vampires heal at the same rate as humans.

  • Internal Beast: The beast can still be provoked by stress, fear, orgasm, or sight of blood and can project its aura to other lycans.

  • Moderate Transformation: Once shifted, they remain in beast form for 8-12 hours. They have more control over their transformation and may resist shifting, though they cannot resist the full moon.

  • Senses (20x compared to humans): Enhanced hearing, sight, smell, taste, and touch.

  • Soothing the Beast (Moderate): Can use their metaphysical beast to soothe weaker lycans.

  • Stamina (10x compared to humans): Enhanced endurance, strength, speed, and reflexes.

  • Vital Signs Changes: Heart rhythm, muscle tension, perspiration scent, and emotional indicators change with lycanthropy.

Alpha

  • Soothing the Beast (Strong): Can calm and soothe weaker lycans with their metaphysical beast.

  • Animal Awareness (Strong): Can sense both shielded and unshielded lycans and other supernatural beings.

  • Healing: Can heal by shifting partially or fully, with faster healing. Blood loss still weakens them, and wounds caused by silver, fire, or vampires heal at the same rate as humans.

  • Internal Beast: The beast can be provoked by stress, fear, orgasm, or sight of blood, and it can project as an aura to greet other lycans.

  • Mastery of the Alpha: Can shift at will for as long as desired and return to human form at will. Complete control over the inner beast, and can resist shifting if they choose (but cannot resist the full moon).

  • Senses (50x compared to humans): Enhanced hearing, sight, smell, taste, and touch.

  • Stamina (20x compared to humans): Enhanced endurance, strength, speed, and reflexes.

  • Vital Signs Changes: Heart rhythm, muscle tension, perspiration scent, and emotional indicators change with lycanthropy.

Powers Exclusive to Alpha Leaders

  • Beast Call: Summon other lycans of the same type.

  • War Cry: Send a pulse of energy to group members, signaling an alert or warning of danger.

Extra Powers

When playing Alpha or Alpha Leader, choose 3 powers from the list below:

ALPHA-ONLY POWERS

  • Call Flesh: Heal another lycan by sending your beast and power into the wounded.

  • Facial Manipulation: Realign the bones of your face to assume a different appearance.

  • Force Shift: Force lesser lycans (including lower-ranked alphas) to shift by pulling their beast from them. This can be used as punishment (causing a painful, explosive shift) or to help heal by forcing a shift.

  • Partial Shift: Shift only specific parts of the body into beast form, while the rest remains human.

  • Share Power: Share your powers with others for a limited period by offering your blood.

  • Shield: Protect others from psychic and aura attacks.

  • Stilling the Beast: Strip a lesser lycan of their animal self, preventing them from feeling others in their group or shifting. This effect lasts for a day, unless the target is a leader. Cannot be used during the full moon.

  • Speak to the Manes: Communicate with spirits of past pack members through dreams.

ALPHA LEADER-EXCLUSIVE POWERS

*Lupercus, Dianae and Canis

  • Call the Manes: Draw energy from the Manes to increase reflexes 3x and strengthen the pack when performed at the Lupus Sanctum.

  • Shield the Call: Protect the group from the call of a Master vampire. If the Master vampire is too strong, the leader should answer the call to protect the group or send someone in their place. This shield cannot hold indefinitely.

Blessed by Diana Powers:

Activation Requirement:

The Blessed by Diana powers are exclusive to werewolves who are Pack members and do not extend to outsiders or other species, even if they have gained permanency status. This is because the Pact, which governs the balance and control of the island, is an agreement between the leaders of the species and the gods, designed to ensure that the Pack retains a distinct advantage within the lore.

These powers are activated individually, based on whether a specific Pack member has engaged in worship at the Temple of Diana on that day. Each member must participate in the worship to unlock their powers.

  • Worship Requirements:

    • Individual Worship: Each Pack member must engage in active worship to unlock their powers for the day.

      • Worship can include formal rituals, prayers, or other acts of devotion to Diana such as sacrifices.

      • Worship must occur on the same day the powers are intended to be used.

      • The powers remain active for 24 hours after worship is completed.

​​DISCLAIMER: While the text reads "magical", this is a catch-all term for any metaphysical source.

Omega

Stamina Boost (10x compared to humans)


Lunar Resistance
The Omega’s bond with Diana provides basic resistance to magical influence, reducing the effects of mental manipulation or illusions from any magical source. While not completely negating these effects, it offers some protection, making the Omega less susceptible to manipulative powers.

Moderate

Stamina Boost (20x compared to humans)


Lunar Resilience
The Moderate werewolf’s connection to Diana strengthens their physical form, offering temporary resistance to silver burns and magical effects. For short periods (about 30 minutes), they can endure more damage from silver and shrug off minor magical distractions or illusions. The longer the exposure, the weaker the protection becomes, but it’s highly effective during short-term encounters.

Scent of the Moon
The Moderate werewolf can mask their scent with the essence of Diana, making it harder for supernatural creatures to track them. This ability helps them blend into their environment or evade magical tracking for up to an hour.

Alpha

Stamina Boost (30x compared to humans)


Lunar Cry
The Alpha channels the power of Diana into a commanding roar that sends out a shockwave of energy, disorienting enemies and reducing their ability to focus or react. This also boosts the resolve and defense of pack members within the area. The roar can be used once per day.

Lunar Vigilance
In the presence of magical threats, the Alpha activates Lunar Vigilance to sharpen their senses, allowing them to see through illusions and detect hidden dangers (such as magical concealment or subtle enchantments) for up to an hour. This is particularly useful in situations where magic clouds perception.

Alpha Leader

Stamina Boost (40x compared to humans)


Diana’s Shield
The Alpha Leader creates a protective aura that deflects minor mental and magical attacks. This shield lasts for about 30 minutes and blocks targeted magical influence, providing essential defense during encounters. While it doesn’t last against continuous magical onslaughts, it offers crucial protection during critical moments.

Call of the Full Moon
The Alpha Leader invokes the raw energy of Diana to temporarily enhance the pack’s strength, speed, and magical resistance. This boosts the pack’s resilience to external magical effects for a limited time, especially useful during the full moon. The effects last for about 30 minutes and require a recovery period afterward.

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LUKOI STRUCTURE

Due to the Coalition, a were that's not a wolf may find appointment to rank amidst the wolves if they are trusted.​

Lupercus

The Alpha or leader of the pack. This position is not given by birthright but rather by strength, dominance, and the ability to defeat challengers. The Lupercus’ role is both political and spiritual, serving as the protector of the pack, leading them in battle, and overseeing their welfare. The Lupercus is the highest authority within the pack, and their leadership is often challenged by other wolves seeking to take their place.

Dianae

The Dianae is the secondary leader, traditionally a female position, though it can be held by either gender. The Dianae is typically the second-in-command after the Lupercus. They are responsible for ensuring the pack's day-to-day functioning and supporting the Lupercus in their leadership duties. The Dianae can also be a challenger to the Lupercus, depending on the situation, particularly if they seek leadership of the pack.

Canis (m) and Luna (f)

The Canis and Luna are the next leaders in the pack, often the second and third in command after the Dianae, and are tasked with ensuring that the Lupercus's orders are carried out. These positions are key figures in maintaining order, discipline, and protecting the Lupercus. They are skilled in combat and often carry out punishments for the pack.

Furiae

The Furiae is the pack's executioner or punisher. This role is often associated with carrying out more violent or unpleasant tasks, including meting out punishments for any disobedience or infractions within the pack. The Furiae's position is one of fear and authority.

Vega

The Vega is often the primary enforcer for the pack, sometimes seen as the pack's protector and responsible for keeping the pack safe from external threats. They also serve to enforce the rules set by the Lupercus.

Fiducia

The Fiducia is the pack member who has expressed an interest in challenging the Lupercus for the position of leadership. This member's role is significant because they signify a potential threat to the Lupercus's authority. The Fiducia is often in direct competition with the Lupercus and may engage in a ritualized battle for control of the pack, which could ultimately result in death

.

Lupa

The Lupa is the mate of the Lupercus. This is a highly symbolic and important role, as the Lupa supports the Lupercus in leadership but also embodies the strength and identity of the pack. While the Lupa doesn’t always have the same authority as the Lupercus, their power is significant, and their relationship with the Lupercus is critical to the pack’s cohesion.

Amora (f) / Amor (m)

The Amorae is a unique and important position within the pack, responsible for guiding and teaching young or newly turned werewolves about their sexuality and how to control their instincts during intimate encounters. The Amora has a deep bond with the pack members and often has strong emotional ties with the individuals they mentor. Their role is important for maintaining pack unity and sexual harmony, as well as ensuring that the pack members’ desires do not lead to destructive or uncontrollable behavior.

Pack Members

Below the key leadership positions, the pack consists of the other wolves who fall into different categories based on their strength, age, and experience. Some may be more dominant or submissive, but they are all expected to follow the leadership structure and support the pack’s survival.

Submissive Wolves

Submissive wolves are those of lower rank within the pack. They might lack the physical strength or assertiveness to challenge for leadership and are

typically more subordinate. They can play a supportive role in the pack’s day-to-day functions and often look to higher-ranking wolves for protection.

Challenges for Leadership

In the Lukoi pack, leadership is earned through strength and the ability to maintain control, rather than by birthright. The position of Lupercus is not automatically granted but must be claimed through the demonstration of dominance, often via physical combat. Wolves in positions such as the Fiducia may challenge the Lupercus for leadership, typically through ritualized duels. Other ranks, including the Dianae, Canis, and Luna, may also play significant roles in these challenges.

The Lupercus’s authority is contingent upon their ability to defeat challengers and maintain order within the pack. A challenge from within, such as one from the Fiducia, could result in the Lupercus being dethroned if they lose the battle. This system of governance within the Lukoi pack relies on strength and respect, creating a dynamic and ever-shifting leadership structure.

The Lukoi pack's organization is often intricate, with shifting alliances, rivalries, and relationships based on personal power and the pack’s needs. While loyalty is valued, the ability to assert strength is equally important. The pack functions similarly to other werewolf packs, with the Lupercus at the top, supported by their enforcers and packmates. Power dynamics are central to the pack's cohesion and operation.

Dominance plays a crucial role in werewolf social structure. The pack follows a clear hierarchy, where members rise or fall based on the outcome of challenges against one another. Most dominance struggles end when one participant submits, but leadership is only transferred through a battle to the death. A dominant pack member can issue orders to a subordinate, as long as the orders are not unlawful. Additionally, pack members may offer or receive "protection" from one another, and anyone who accepts protection must defend the person who offered it, including accepting any challenges made on their behalf.

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Tradition

LUPUS SANCTUM:

Each Lukoi pack has a special place of power called the Lupus Sanctum, and in the case of Vero, it’s completely associated with the cult of Diana. During the full moon, the pack assembles there and celebrates by shifting into their animal forms and hunting. The Lupus Sanctum is their primary gathering place, where meetings are held, traditions observed, formal challenges are made, and succession fights are held. Each Lupus Sanctum is distinctive depending on the terrain and the pack's personality. It is also sacred ground, a place of magic, tradition, and where the Manes draw together and share power.

MANES:

When a pack member dies, the other members eat them. The dead wolf then joins the Manes, whose spirits act as guides, providing wisdom and sometimes power through those who possess the rare ability to channel them. Thus, the dead are not truly gone as long as the pack remains. Occasionally, a member of the pack is excluded from this ritual, either by accident or design, resulting in their memories being excluded or lost to the pack.

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Important Facts

Contagion

Lycanthropy is a blood-borne, contagious affliction. Infection occurs when a human is injured by claws or teeth while the lycanthrope is shifted or partially shifted, or if tainted blood is introduced into the human’s body. The strain of lycanthropy prevents other illnesses, including other types of lycanthropy, from taking hold. Weres do not get sick and cannot infect one another with their specific strain. Werewolves are unable to carry a pregnancy to term because of the effects of shifting.

Physical Abilities

Lycanthropes possess incredible speed, strength, and resistance to damage. Their size varies depending on their natural form and supernatural power—while a smaller individual, such as a 90lb woman, may not be the largest in the group, even the weakest lycanthrope is significantly stronger than an average human. They can recover from almost any wound, unless inflicted with silver or fire. Regeneration of limbs is possible with time, unless severed by silver; in that case, regrowth can be stimulated by removing the damaged tissue with a non-silver item. Lycanthropes also have heightened senses, even in human form.

They are allergic to silver and experience pain upon contact with it, although some lycanthropes may be resistant to the pain or even enjoy it, using it to pierce their skin.

Vulnerabilities

Lycanthropes are vulnerable to silver and the claws and teeth of other lycanthropes. While wounds inflicted by these will heal, they do so at a slower, more human-like pace, often leaving scars. If a body part is severed with a silver blade, it will not regenerate unless further action is taken with a non-silver weapon. Fatal injuries, such as damage to the heart or brain, are irreversible, leading to death.

Lycanthropes do age, though exceptions exist for those enhanced by medical or scientific means, or those bound to vampires as servants.

Reaction to Vampire’s Call

Lycanthropes can be mentally called and controlled by vampires capable of commanding their species. Depending on the power dynamic between the vampire and lycanthrope, some lycanthropes may resist this call. Animal leaders, such as alphas, may even shield their pack members from the vampire’s influence to prevent manipulation or forced transformation. While alphas can often resist the vampire’s gaze, this resistance is limited by the werewolf's metaphysical power and the vampire's specific abilities. Some older vampires, especially those with a talent for dominance, can control multiple beings, including other vampires, without direct sight. In Vero, this power dynamic will be determined through consent or dice rolls to balance the situation.

Evolution

Evolution occurs through handling stressful situations effectively, combat with more powerful lycans or other species (requiring 5 victories on separate days with 3 rest days in between), and participation in spiritual rituals.

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Shifting Process

What is "Shifting"?

Shifting is the transformation of a human infected with lycanthropy into their animal form.

What Happens During Shifting?

The process begins with a spike in body temperature, followed by intense pain—especially for newly infected lycanthropes. As the transformation progresses, bones break and reshape, the chest splits open, releasing a hot, clear liquid, and skin peels away to be replaced by fur or feathers. This process continues until the lycanthrope is fully in their animal form.

 

How Long Does It Take?

Alphas can shift almost instantly, but for most others, it takes about a minute and a half to fully transform.

How Long Does a Lycan Stay Shifted?

The duration of a shift depends on the lycanthrope’s level, ranging from 8-10 hours. After this, they will collapse and return to their human form.

Is Shifting Easy?

No, shifting is painful and typically requires a trigger such as strong emotions (anger, hatred, or orgasm). These triggers become less necessary as the lycanthrope matures and learns to control their beast. However, even the strongest alphas cannot resist shifting during a full moon. Moderate and alpha lycanthropes can shift at will, but it requires considerable energy.

Will I Remember What Happens During a Shift?

New lycanthropes will not remember their actions during a shift, but as they grow stronger and reach moderate or alpha status, they will regain memory and control.

Prolonged Shifting Issues

Spending excessive time in animal form can cause permanent physical changes, such as altered eye color, voice, or the growth of fangs. In severe cases, a lycanthrope may become stuck in their 'wolf-man' form, unable to return to a fully human appearance.

Important Things to Remember

  • Clothing: When you shift, your clothes are lost. Unless someone helps you dress after you return to human form, you will wake up without them.

  • Pain: Shifting is always painful, whether it's agonizing or just a sharp sting.

  • Messiness: The transformation is messy. The liquid produced during the shift dries to a white, crusty substance.

  • Shifting Frequency: Shifting is tiring. Even if a lycanthrope can shift at will, they cannot shift back and forth repeatedly, unless they are an alpha with quick shifting abilities, which are rare.

  • Exhaustion: The physical strain of shifting and maintaining animal form is exhausting. Expect to be drained and in need of rest after a shift.

When is the full moon?

2025 Full Moon schedule and names of each
(All times Eastern; * denotes a Super Moon.)

Monday, Jan. 13 — 5:27 p.m. — Wolf Moon
Wednesday, Feb. 12 — 8:53 a.m. — Snow Moon
Friday, March 14 — 2:55 a.m. — Worm Moon
Saturday, April 12 — 8:22 p.m. — Pink Moon
Monday, May 12 — 12:56 p.m. — Flower Moon
Wednesday, June 11 — 3:44 a.m. — Strawberry Moon
Thursday, July 10 — 4:37 p.m. — Buck Moon
Saturday, Aug. 9 — 3:55 a.m. — Sturgeon Moon
Sunday, Sept. 7 — 2:09 p.m. — Corn Moon
Monday, Oct. 6 — 11:48 p.m. — Hunter’s Moon*
Wednesday, Nov. 5 — 8:19 a.m. — Beaver Moon*
Thursday, Dec. 4 — 6:14 p.m. — Cold Moon*

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Greetings

  1. Offer Your Face and Throat:

    • The less dominant or younger individual should offer their face and throat first, as a sign of submission or respect to the other person.

  2. Face-to-Face Interaction:

    • Both individuals face each other and initiate the greeting by physically touching, often starting with a gentle touch to the other person’s face.

  3. Cheek Rub:

    • Rub your cheek along the other person’s cheek, mimicking the behavior of wolves rubbing their faces together in greeting.

  4. Nose in Hair:

    • Bury your nose in the hair behind the other person’s ear, demonstrating trust and familiarity. This mirrors how wolves scent-mark each other by rubbing their faces into fur.

  5. Power Dynamics in Greeting:

    • The higher-ranked individual may expect the other to submit by offering their face first. If this is not respected, a challenge can occur.

    • If the lower-ranked individual is the one to make the offer, they are indicating protection or submission.

  6. Protection Offering:

    • To offer protection, physically touch the person seeking it. The touch should be noticeable and clear, such as by putting a hand around their waist or shoulder.

    • Refusing to touch can be seen as rejecting the offer of protection, which could lead to consequences.

  7. Challenge and Rejection:

    • If there is a refusal or lack of submission during the greeting, it can lead to a challenge, especially if one person believes the other has not shown proper respect or submission.

  8. Gesture of Intimacy:

    • The greeting includes physical closeness that may involve body contact (such as a hug or holding each other) to signal unity and trust.

    • The gesture should feel natural and intimate, resembling a protective or affectionate bond.

  9. Sensory Awareness:

    • During the greeting, pay attention to sensory elements: feel the other person’s breath against your skin, the texture of their hair, and the scent of their cologne or natural scent.

    • This reinforces the emotional and physical connection formed during the ritual.

  10. Understanding Ritual Significance:

    • The greeting is a way of establishing dominance, submission, and protection within the pack structure.

    • The ritual is not simply a physical gesture; it is a communication of respect, status, and emotional connection.

  11. Public vs. Private Context:

    • In public, the gesture can be made discreetly, such as by pretending to hug or kiss the other person, in order to avoid drawing attention while still asserting protection or submission.

  12. Demonstration:

    • If unsure of the greeting’s proper form, the more experienced individual (e.g., Skoll or another higher-ranking figure) may demonstrate how to perform it.

    • Pay attention to the form of the greeting and mimic it as closely as possible to respect the cultural ritual.

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Pack Laws

1. Hunting and Combat

Hunting Law:

Rule: Never begin a hunt unless you mean to kill.

Description: Hunting must always be undertaken with the intent to kill.

Challenges for Territory:

Rule: Territory and possessions are inherited through combat or challenge.

Description: Territory and possessions are claimed through hand-to-hand combat or acceptable weapons. Firearms are prohibited as they are considered cheating.

Fight for the Lupercus Title:

Rule: The fight for the Lupercus title must be to the death unless both parties agree otherwise. The challenger is the Fiducia and must make his intentions known. This roleplay must be agreed upon oocly before it occurs, please refer to the Guidelines.

Description: The Lupercus (alpha male) position is earned through combat, typically to the death, unless an alternative is agreed upon.

2. Pack Protection and Hierarchy

Protection of the Pack:

Rule: Anyone who harms the pack without just cause is our enemy.

Description: Harm to the pack is considered an offense, and those responsible are treated as enemies.

Protection and Rank:

Rule: To ask for protection is to acknowledge the other as of higher rank.

Description: Requesting protection acknowledges the superior rank of the other pack member, and they are expected to assist if challenged.

Dominance and Responsibility:

Rule: A dominant figure may stand as a protector for others in the pack.

Description: Dominant members can protect lower-ranked members and defend them when necessary.

3. Punishments and Consequences

Dealing with Enemies:

Rule: Death.

Description: Enemies of the pack, or those who harm its members, are to be eliminated, typically by death.

Punishment for Injuring the Lupa:

Rule: Injuring the lupa can lead to punishment from the pack.

Description: Any harm to the lupa (female alpha) may result in punishment, with the offender potentially being declared an enemy by the Lupercus.

Killing the Lupa:

Rule: The penalty for killing the lupa is death.

Description: The killing of the lupa is a grave offense and is punishable by death.

Retrieving a Pack Member:

Rule: A pack member must be won back if they are to be saved from execution.

Description: If a member is condemned, another can attempt to save them through challenges or displays of loyalty. Failure results in execution.

Execution and Guns:

Rule: Guns are prohibited during execution, and the use of firearms is restricted within the Lupus Sanctum.

Description: Firearms are forbidden in executions and within the pack’s sacred space, emphasizing close-quarters combat or traditional methods.

4. Sacred Space and Weapons

Weapons in the Lupus Sanctum:

Rule: No guns are allowed in the Lupus Sanctum; only knives are permissible.

Description: The Lupus Sanctum forbids firearms, allowing only knives or other close-quarters weapons to maintain direct confrontation.

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© 2024 por Vero.

This is a fanfiction work created for entertainment purposes only. No copyright infringement is intended. All characters, settings, and other elements of the original work belong to their respective creators and copyright holders. This story is not intended for commercial gain or to claim ownership of the original material.

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