Theriomorphs

You don't have to play a human if you don't want to! Well - certain limitations notwithstanding, of course. All details related to canonical species or highly specific ethnic groups are to be found here.
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IamLEAM1983
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Theriomorphs

Post by IamLEAM1983 »

Theriomorphs

- Result from early cases of humans tapping into ley lines to confer survival perks on themselves...
- ...or early humans being cursed with an inner animal spirit
- Usually humans wanting one or more of the useful traits displayed by animals, or humans envying certain anthro perks
- curses are very much a thing, depending on which type of theriomorph you're looking at.
- wide history, broken up in all of the world's early cultures

a) Werewolves and other land-based shifters
- claimed right common in a few Native American cultures + pagan European cults
- involves paying tribute to animal spirits + asking for assistance
- werewolves aren't cursed, they can choose when to shift. It's in their complete control
- control involves balance. Werewolves stay human, but make great hunters. Same for werebears and foraging, wereboars, etc. Agrarian cultures have their shifters
- colors perception. Weres are closer to nature, more likely to be concerned by environmental issues. Driven to respect nature spirits and dryads
- not necessarily an indicator of goodness. You can be an ass and still be careful around Mother Nature. Some known eco-terrorists are shifters.
- animals exhibiting odd powers of deliberation? Usually a sign you're looking at a shifted humans. Same with animals acting "civilized", outside of normal pack dynamics
- transitions well into selkies, because they're basically coastal and sea-based weres + culturally created shifting method (pelt)

b) selkies
- see Tenny for info
- cursed selkies to stand as contrast to willing selkies? Huge leopard seals, maybe?

c) lycanthropes + cursed shifters
- wizards can force animal instincts onto others, drown waking mind with predatory fighting instinct inspired from actual animals
- usually no physical transformation. Person just turns feral if pushed. Possibly deadly. Very, very short fuse. Easy to set off.
- pack dynamics soon supercede civilized human social organization. Violent biker gang with no criminal financial basis or reason to be, for instance? Probably cursed folks in a pack.
- initially cursed people can pass their curse onto others. Usually involves exploiting injuries. Unnatural entry points into body. Hence the "bite mark mythos" for werewolves.
- harder than it seems, though. Cursing someone depends on receptivity. Curses blossom in deserving types, tend to struggle, wither and die in undeserving types. Like disease being successfully fought back.

- curse can sometimes involve shifting.
- absolutely zero control + finished form has little resemblance with animal inspiration. See average "wolfman" myths + bipedal werewolves + Wendigo
- very rarely, humans gain control over curse. Comes with tons of meditation. Basic repentance doesn't work, not the kind of curse that just goes away if it's that strong
- shifting curse? Unlikely you'll be freed from it even if you're a good person. Control is best option.
- Achieved control = still zero link with Nature, but restraint applied to curse. Oldest lycanthropes are usually in control. Can use curse for good, but must be careful around elements that set it off
- elements like scent of blood, lunar cycle, hormonal cycle, libido, injuries, temper.
- lycanthropes usually come with basic immortality. Very killable, but cursed to endure their curse forever unless killed.
- entire bloodline can be cursed by exceptionally powerful wizard/warlock/archmage. Curse becomes a family secret.
- Trad Werewolves shift painlessly and quickly. Cursed types suffer agony when shifting, and shift slowly. Process can take hours. An entire day or night.

- cursed weres with control + Trad Werewolves in symbiosis with animal spirits tend to form clans over time. Like selkies. Some rare and entire Native American clans rest on lycanthrope + werewolf histories.
- pagan cultures in high esteem of self-controlled cursed types. It's easy to collaborate with an animal spirit that *wants* to help, so much harder to curb the beast inside into letting the waking mind direct it. Much more demanding.
- calls for a deeper respect + mutual understanding. Old lycans + cursed tend to be good people, or repentant people. Not always. Pushes them into "loner" attitude, usually, to preserve others.
- old cursed tend to shift RELATIVELY quickly. Half an hour instead of several hours. Even more painful, though.

- all types have stories of tutelary "precursors". First-ever theriomorphs appearing in body or spirit to lucky or unlucky few. Frenchman from the Gévaudan for lycanthropes + big white bipedal wolves who can't seem to shift back.
- willing werewolves also have stories of old shamen and witches furthering mastery of their gifts
- non-cursed types depend on cultural rites of passage to "become" a theriomorph. Some unworthy natives of selkie clans never receive their pelt, for instance. Common in cases of heinous crimes. Gifted can also be turned into cursed
- usually the worst punishment possible for someone who is sane enough to be aware of their actions. Never forced on the mentally disabled or ill, for obvious reasons. A lycanthrope psychopath isn't a pretty thing.

- all types were hunted across History. Sometimes justified with cursed types, usually unjustified. See early ethnic cleansings in the USA. Entire werewolf clans wiped out by White settlers.
- some angry werewolves willingly cursed themselves to make Whites pay, or tainted their spiritual gifts by needlessly killing. Fanned the flames.
- Hollywood + history tainted both types. Theriomorphs usually not understood by general population.
- selkies are locally accepted, though. Celtic shifters tend to have less of a blood-soaked heritage to wade through, even European werewolves

- Hope is one of the weird spots with a generally accepted theriomorph basin. A hundred or so in town. Not a lot. About 65% selkies on Lake Island/Mertown
- No werewolves in K9 units (that would freak people out if officer shifts back in mid-patrol) but some werewolves use their heightened senses as part of the force
- are occasionally allowed to participate in missions with shifting abilities. Usually involves an artificial "pelt" manufactured by Goliath
- basically a catsuit that follows the body in both states. Hinders the body a little when in animal form, but at least officer has a space for badge + holsters as a wolf.
- this way, shifter is not weaponless when shifting back into human form
- usually "blitzers" for SWAT teams

- Uniform concept adapted for Shiftball, basically Rugby with shapeshifting mechanics. Fairly young sport, dates back to late nineties. No federation at this point, but is catching on. Was/Is part of X-Games.
- enough for Shiftball uniforms to be on sale by authorized Goliath subsidiary resellers.
- implies mechanical understanding of the gifted type. Modern-day physical therapists and doctors can explain what happens to the body while shifting for willing types. Hopeverse vets learn to treat human injuries and illnesses...
-... just in case. :-)
- mechanical understanding goes beyond Shiftball. Theriomorphs can be credited for 2025's "walker" platforms used in urban warfare. Made it easier to design Transformer or Mech-type vehicles with careful observation
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