Post by Hieronymous Banks-Walker on Aug 12, 2008 14:21:00 GMT -6
Lycanthropy is considered a blood disease, not a curse. Having lycanthropy makes you immune to other diseases, but also puts you in the position of being discriminated against. Lycanthropy can be transmitted by the teeth or claws of a lycanthrope in animal form, from an exchange of certain bodily fluids, or from a botched vaccination.
All lycanthropes have qualities that distinguish them from the average human. They have strength and speed far beyond anything a human is capable of, though naturally bigger and more dominant lycanthropes are stronger than smaller and less powerful lycanthropes. They can take more damage than a human without suffering the consequences, in part because of increased endurance and in part because they can heal almost anything that is done to them. Entire limbs can be regrown, given the right situation. Of course, the exception to this rule is silver. A silver wound will take a lycanthrope almost as long to heal as the same wound would take a human, unless they shift. A shift wipes the slate clean, and so a lycanthrope can heal anything if they have the chance to shift. Lycanthropes are also immune to poisons and diseases, although they are highly allergic to silver, at least in the bloodstream. Most lycanthropes cannot abide the touch of silver, but more powerful lycanthropes can hold silver without suffering. Silver is the only metal that can be used for a piercing unless the lycanthrope wants the elry to be absorbed into their body when it heals over.
In addition, lycanthropes have heightened senses, even in human form, though they are largely strengthened in animal form. Lycanthropes can see in a dark room without turning on the lights, and can hear a person's pulse. By far their greatest sensory advantage is in their scent capacity. A lycanthrope can track by scent, and can use the difference in scent to determine if a person is calm or agitated. This can help them judge if a person is lying or not, but is not a universal lie detector.
All lycanthropes, appear perfectly human most of the time. The only exceptions are those who have spent too much time in animal form - these weres often retain animalistic eyes, sharp teeth, or a growling sort of voice even when in human form. During the full moon, times of emotional stress (as new lycanthropes), or at any time they choose (for alpha lycanthropes), lycanthropes take on an animal form. A shift involves the shifting and snapping of bones, the sprouting of fur, and in general can seem to be a very painful process. The stronger the lycanthrope, the less pain involved, and the faster this process can be achieved (willingly). Also, alpha weres can sometimes change only a part of themselves (for instance, just a hand). Regardless of ability, a full shift requires a lot of energy. Younger and/or lesser weres must feed soon after shifting to animal form, and fall into a deep sleep after reverting to human form. With time and practice, this becomes less of a necessity, but the concern is never completely negligible.
Lycanthropes have a distinct energy which they describe as their beast. Among their own kind, this is felt as a purely metaphysical animal made of heat and power. Humans with psychic abilities also feel this aura, though generally this makes them uncomfortable, feeling literally as if their skin were crawling. The stronger the lycanthrope, the stronger the energy, and also the more receptive they are to that energy. Any were can exhibit control over a natural animal of their species (werewolves can control wolves, for example, but not dogs). Two true alpha weres can experience each other's beasts intimately than less powerful weres. Stronger weres can manipulate their power to dominate lesser weres - this can be as simple as an establishment of superiority within the clan, or as complex as controlling the lesser's beast (a true alpha may be able to supress another's beast completely or, conversely, to force it to the surface). Some alphas even have the capacity to share power through blood, or to heal another's wounds.
Lycanthropes in general dislike being on their own. They tend to congregate into territorial clans within each city. Territorial rules vary with the clan, but generally one can visit the city without repercussions (though a gift for the Ulfric or his mate is highly encouraged, especially if you plan to have dealings with the clan). Moving to the area, however, requires permission, as you must then join the clan. Clan leaders have to be careful who they let in, as any new member can be a potential challenger.
Lycanthropes can assume at least two forms - human and animal. Many can also assume a "hybrid" form that is bipedal with animal characteristics or even transform a small part of their body at will (for example, "growing" fingers into claws).
Changing between forms takes a great deal of energy; most lycanthropes must feed immediately after changing to animal form and collapse into a comatose state for several hours after returning to human form. Stronger lycanthropes do not need to feed immediately or collapse, but are extremely tired. The lycanthropes Anita encounters most frequently can change shape almost at will.
Contagion
Lycanthropes' bodily fluids are contagious, but only when the lycanthrope is in an animal or hybrid state. Lycanthropy can be also be passed along by getting a bad batch of lycanthrope vaccine, as Richard did. To date, all lycanthropes introduced in the series were infected with lycanthropy well before first meeting Anita Blake; as yet, no established human characters (save perhaps Anita herself) have contracted lycanthropy, and thus the stages through which someone gradually moves from conventional human society to a lycanthrope hierarchy have not been depicted.
Physical abilities
All lycanthropes are extremely fast, strong, and resistant to damage. Lycanthropes' strength appears to depend somewhat on their actual size and somewhat on their level of supernatural power.
Lycanthropes can recover from almost any wound other than that caused by silver weapons. Lycanthropes are effectively allergic to silver and feel physical pain from even skin contact, although some seem to enjoy silver erly.
Command of animals
Lycanthropes appear able to command animals of their species. (For example, wererats can command rats).
Reaction to vampire's call
Lycanthropes can be "called" and commanded by a vampire with the ability to call their species of animal. Sufficiently powerful lycanthropes can resist a vampire's call, or even interfere with the call, preventing the vampire from calling other lycanthropes or animals. For example, Rafael, as the Rat King, was able to prevent Nikolaos from calling actual rats and from calling wererats against their will.
Similarly, sufficiently powerful shapeshifters, are able to look vampires in the eyes without being affected by their mental powers.
Some shapeshifters reach "alpha" or "master" status, a power level similar to that of a master vampire. Alpha shapeshifters may display some of the following traits:
An ability to resist transforming.
The ability to partially shapeshift, for example shifting hands into claws, or even "cosmetic" shapeshifting - shifting bones or flesh simply to alter appearance.
The ability to force other shapeshifters to change form, or to prevent them from doing so.
Some shapeshifters, such as Richard can share their power with others by allowing them to feed on the shapeshifter's blood.
The ability to heal others, by a variety of means.
Lukoi (Werewolves)
Dominance is very important to the Lukoi. Position within the clan is determined by strength, power, and the outcomes of challenges. Challenges are much like duels - outsiders cannot interfere, a certain form is chosen, and that sort of thing - but are generally only brief struggles which end when one werewolf backs down. Fights for rank are more formal affair, but only fights for the position of Ulfric are almost universally to the death. Even werewolves without rank can have dominance over another pack member. If a more dominant werewolf gives a lesser werewolf an order, it is expected that they will follow through, although this order cannot involve illegal activities. The lesser wolf's only alternatives are to take on the more dominant wolf in challenge or find a yet more dominant wolf to offer their protection. If a dominant wolf offers protection to someone, they must accept all challenges on behalf of that person.
Lukoi form a pack, led by their Ulfric (Wolf King, although in rare cases there are female Ulfrics).The ultimate alpha male of the pack. The Ulfric will be replaced by whoever defeats him in combat. In theory it does not have to be a death fight, and the Ulfric can in fact step down, but the new Ulfric will usually kill the old one to prevent a dominance split. The term is a derivative of the Norse "ulfr," meaning "wolf."
The Ulfric lead with their chosen mates called Lupas. Although the lupa need not fight for her/his position, the position of most dominant female (or male in the case of male Lupas) is determined by conflict. The term is Latin for "she-wolf" and "prostitute."
In addition, most clans have:
Bolverks, named after Bolverk of Norse mythology, is the enforcer of the Ulfric. The Bolverk carries out punishments or performs duties the Ulfric does not want to do himself, or if he is not available to do so. Generally the tasks assigned to the Bolverk are the most unsavory in terms of "normal" acceptance, i.e. having to kill a rogue member. Often at times the Bolverk is used as almost a bogeyman to keep other wolves in line. The Bolverk is allowed three helpers called Baugi, Suttung, and Gunnlod. The titles Baugi and Suttung are based on the two giants Bolverk tricked to get the mead of poetry; the Gunnlod is named after Suttung's daughter, who Bolverk seduced for the mead of poetry.
Erato and Eros, respectively a muse of erotic poetry, and the god of love or lust. For the werewolves, these are werewolves who help the new werewolves learn to control themselves and their physical form during sex, usually to prevent the change from human to wolf during sexual release.
Fenrir, are official challengers to the Ulfric, named after Fenrisulfr or Fenrir, the wolf that is destined to kill Odin in Norse mythology.
Freki and Geri are respectively the Ulfric's second and third in command. Named after Odin's wolves of Norse mythology.
Freyja are lupas who declares themselves independent of the Ulfric and challenges the Ulfric to reclaim her. Any male wolf may win her by having sex with her. The male wolves will do anything, including kill each other, to win her.
Lupanar
A meeting place for the werewolves, possibly their place of power.
Munin
The munin are the spirits or memories of the dead pack members, named after Munin, Odin's raven of memory in Norse mythology. Live pack members can "call the munin," drawing on memories or abilities of former members. Various packs appear to preserve the munin by different methods.
Dominance is very important to the Lukoi. Position within the clan is determined by strength, power, and the outcomes of challenges. Challenges are much like duels - outsiders cannot interfere, a certain form is chosen, and that sort of thing - but are generally only brief struggles which end when one werewolf backs down. Fights for rank are more formal affair, but only fights for the position of Ulfric are almost universally to the death. Even werewolves without rank can have dominance over another pack member. If a more dominant werewolf gives a lesser werewolf an order, it is expected that they will follow through, although this order cannot involve illegal activities. The lesser wolf's only alternatives are to take on the more dominant wolf in challenge or find a yet more dominant wolf to offer their protection. If a dominant wolf offers protection to someone, they must accept all challenges on behalf of that person.
Non-werewolves do not fit into the clan easily, with few exceptions. A vargamor can have sway as an advisor, but is considered neutral in terms of all challenges. Other non-werewolves that have dealings with the clan can be considered dominant to certain members of the clan, but not alpha (which requires clan membership).
Pard (Wereleopards)
Pard clan structure is fairly typical of lycanthropes: the alpha or alpha pair, the alpha's guards, and the next-in-commands. The clan is referred to as the pard. The principle social characteristic of the pard members is a need for physical contact as a source of emotional reassurance. Pard members frequently rub against one another, as if they were actual cats.
An interesting and notable characteristic in wereleopard terminology is the existence of three different titles for their leaders: Nimir-Raj/Nimir-Ra, leoparde lionne, leopard passant. The titles do not affect the functional, internal authority of the leader, but they do describe the type of leader currently in power. A leader may be either male or female, with no particular preference. A true King or Queen is titled a Nimir-Raj or Nimir-Ra respectively. Some clans have both - Nimir-Raj and Nimir-Ra are said to be soulmates, and often experience an immediate and passionate attraction to each other (Maithuna). Unlike with wolves, Nimir-Ra and Nimir-Raj have equal standing in the partnership. Many clans, however, do not have either Nimir-Ra or Nimir-Raj. In these instances, the most dominant were takes control. If the leader provides protection, they are a Léoparde lionné. If they do not provide protection, they are a lion passant.
Rodere (Wererats)
Rodere clan structure is fairly typical of lycanthropes: the alpha, their mate, the alpha's guards, and the next-in-commands. The clan is referred to as the rodere. A leader may be either male or female, with no particular preference. Like the leopards, a pair can rule as a pair, without Rom or Romni exerting more influence than the other. The Rom/Romni are backed by the Dura the second in command.
Pride (Werelions)
Werelion clan structure involves primarily the alpha, any advisors or support they choose, and the rest of the clan. Specifically, werelions form a pride, led by their Rex (Lion King). A Regina (Lion Queen) can wield just as much influence as her Rex, but is not as interchangeable as the lions are a patriarchal species, and are therefore almost always led by a Rex.
Abeo is someone who challenges the right of the Rex/Regina to lead. They generally fight the Rex for dominance of the pack, and get to choose their Regina. It is also customary for invading Rex's to kill off the children of the previous Rex, though some Rexes do not follow this creed.
Militis are the Rex/Regina's second-in-command.
Specto serve as the Rex/Regina's honor guard. They tend to be highly skilled in defensive combat and are assisted by the Caliga and Reperio.
Streak (Weretigers)
There are only four or five clans of weretigers 'known' in the United States. They are among the rarer types of lycanthropes. Each is led by a dominant Queen. The clans are organized by fur color - there is a white tiger clan (with yellow stripes) in Law Vegas, where the Queen is married to the master of the city, Maximillian, and there is also a red tiger clan (with black stripes). Yellow tigers with white stripes and blonde-brown tigers have also made appearances.
Tiger lycanthropy can be inherited as well as spread in the usual ways. Tigers with inherited lycanthropy are viewed as having higher status than those that were infected - in fact, lycanthropy is seen as a gift that can be bestowed as a reward. Giving lycanthropy to the unworthy is deemed a terrible crime. Pure blood tigers have tiger eyes even in human form - although years of inbreeding means that fewer tigers are born with this trait. True-blood queens will usually only accept a mate who truly has natural tiger eyes. Infertility is also a growing problem.
Tiger clans tend to be rather clandestine, and keep to themselves. Children are homeschooled, and marriages are strictly within the clan - at least, until recently with the advent of modern genetics and research into inbreeding. Arranged marriages are more than common, and it is not unusual for single tigers to be kidnapped and forced into arranged marriages. For this reason, many tigers out on their own seek the protection of other clans, and are even more secretive than other weres about their identities.
Among tigers, a female mates with only one male - it's all about competition. A very dominant tigress can send out a metaphysical call that affects unattached males, summoning them to her. Strong queens can keep their males from answering the call of another, and stronger or older males can resist the call to varying degrees. Once called, they behave almost as if they are rolled, until the female chooses a mate. Dominant females who are powerful enough to eventually break off and form their own clan (if their queen allows it) are called 'little queen'. If their queen doesn't give permission, she kills the little queen (personally or by proxy), but only after the little queen has bred at least once.
Progeny are very important to tigers. It is considered the duty of every weretiger to procreate - every woman is expected to have at least one child, with two being preferred. If a male tiger impregnates a woman, he is honor-bound to marry her and bring her (and her child) into his clan. Clan rules prevent the woman from aborting the child. Weretigers are the only weres whose females routinely bring children to term - male weretigers take their beasts into themselves whenever they feel the shift coming on. Clan children are born with hair color that matches their tiger shape, and tiger eyes. They typically shift first at puberty, though some have shifted as early as nine.
Bloodline is also very important to tigers - females have higher status, but males of the queen's line are given certain protections from powerful tigresses. Weretigers are originally from China - the clans were effectively exiled from China under Emperor Qin Shi Huang. Many clans wish to go home, but even after the fall of the emperors they are unwelcome - the communists hired wizards to clear the land of 'rebels', meaning anyone non-human. Dragon shapeshifters used to be prominent in China, but the last of them fled when the communists took over. The fox people still live there, but they hide in plain sight. While the weretigers were ruled by the Master of Tigers they were more powerfull and had special abilities specific to each clan.
The Black Clan had the power to control water.
The Blue Clan could control air. They could raise storms and make them obey their will.
The Yellow Clan could control the earth and all energies upon it, and were capable of provoking earthquakes.
The Red Clan had the power of pyrokinesis. Alex Pinn awakens this power after sleeping with Anita.
The White Clan could create electricity.
These abilities were believed lost to the clans and are extremely rare.
Werehyenas
Unlike most lycanthrope clans, werehyenas are strictly matrilineal - they are led by their Oba, a female leader.
Skulk (Werefoxes)
Very little is known about these rare weres. A clan is known as a skulk.
Seigneur:The male leader of the Foxes
Dame:The female leader of the foxes. She does not need to be romantically involved with the Reynard.
Deuxième:The "prince". Is second in command to the Seigneur. The Deuxième acts as the Reynard when he’s not available or absent. Should the Seigneur die, the Deuxième is first in line to taking his place.
Fille: The "princess". Is second in command to the Fille. The Fille acts as the Dame when she’s not available or absent. Should the Dame die, the Fille is first in line to taking her place.
Cueilleurs: The Skulk’s spy. He/She prepares the Skulks defenses by keeping tabs on the preternatural community. The Cueilleurs is highly respected because this job is dangerous.
Surineur: The Surineur is similar to the Cueilleurs, but keeps watch secretly over any internal threats to the Skulks safety. This position in smaller skulks is often folded into the Sombre's responsibilities.
Sombre: This is the Skulks assassin and enforcer acting much as Bolverks do for the Lukoi.
Guerrier and Soldat: These are the bodyguards to the leaders of the Skulk. and respectively third and forth in the line of seccession. Most darker Skulks don't have such positions as the temptation for assassination would prove to great. They often act as advisers helping with decisions and the running of the Skulk.
Meurtrier: an assassin, who assists the Sombre in fulfilling their responsibilities.
Werebears
Very little is known about these rare weres. A bear queen is known as an Ursa, while a bear king is known as an Ursus, and a clan is known as a Sleuth.
Weredogs
Very little is known about these rare weres. Although in most respects these seem similar to werewolves, except as dogs, their shifting is inherited, and is not tied to the moon.
Weresnakes
Both werecobras and wereanacondas exist, but both are very rare. Cobras are led by a Kadra (female) and Kashyapa (male). Weresnakes can have offspring in either the mammalian manner or the reptilian manner.
Lamias
Half human and half snake, lamias may take the form of either a full human or a human torso on a giant serpent body. They have fangs which, unlike a vampire's, are retractable, and can inject a lethal poison. They can also inject a substance that will turn humans into lamias, but this is a very difficult process that doesn't offer much success. As such, lamias are believed to be extinct, save for one female who lives in St. Louis. Lamias are believed to be true immortals, ageless and impossible to kill.
Nagas
Immortal snake shapeshifters of Hindu lore. They can take on a full human form, but are usually seen as either cobras or human-headed snakes. Their skin has a pearl in the middle of the forehead.
Werejaguars
The only known clan of werejaguars lives in New Mexico under the influence of Itzpapalotl, the Master Vampire of Albquerque. They are similar to wereleopards, but of course are jaguars (cats of the South and Central America) as opposed to leopards (cats of Africa and Asia).
Wereswans
Wereswans are not lycanthropes - they are not infected, but instead either inherit their condition or are cursed. They exhibit clannish tendencies, however, and so merit inclusion with lycanthropes.
Female swans are referred to as swanmanes. All of the swans in the United States are led by Donovan Reece, the Swan King (the first in a century). He was born to the position, identified by a swan-shaped birthmark. Usually, a swan queen would have been born as well, but Donovan rules alone. In the absence of a Swan King, lesser swans (a Swan Prince or Princess) can lead. Swan royalty tend to have white, feathery hair - in fact, in the case of a true Swan King or Queen, these are actually down feathers.
Because swans are the only known species of shapeshifter that are prey, not predator, they have to be very careful around other lycanthropes, especially during a full moon - they are seen more as food than friends, though more powerful lycanthropes usually have enough control to offer protection from their clanmates.
Magically-Induced Shapeshifters
Witches can curse someone with shapeshifting, as is evident by certain wereswans. There is also a spell that will allow them to shift themselves. However, the spell requires the skin of a lycanthrope, and the death of the lycanthrope at the end of the spell.
Werehyenas
Unlike most lycanthrope clans, werehyenas are strictly matrilineal - they are led by their Oba, a female leader. They also have the ability to speak mind to mind among themselves.
Panweres
Those who have been infected somehow with more than one strain of lycanthropy are called panweres. This is an incredibly rare phenomenon, and as such is only vaguely understood.
All lycanthropes have qualities that distinguish them from the average human. They have strength and speed far beyond anything a human is capable of, though naturally bigger and more dominant lycanthropes are stronger than smaller and less powerful lycanthropes. They can take more damage than a human without suffering the consequences, in part because of increased endurance and in part because they can heal almost anything that is done to them. Entire limbs can be regrown, given the right situation. Of course, the exception to this rule is silver. A silver wound will take a lycanthrope almost as long to heal as the same wound would take a human, unless they shift. A shift wipes the slate clean, and so a lycanthrope can heal anything if they have the chance to shift. Lycanthropes are also immune to poisons and diseases, although they are highly allergic to silver, at least in the bloodstream. Most lycanthropes cannot abide the touch of silver, but more powerful lycanthropes can hold silver without suffering. Silver is the only metal that can be used for a piercing unless the lycanthrope wants the elry to be absorbed into their body when it heals over.
In addition, lycanthropes have heightened senses, even in human form, though they are largely strengthened in animal form. Lycanthropes can see in a dark room without turning on the lights, and can hear a person's pulse. By far their greatest sensory advantage is in their scent capacity. A lycanthrope can track by scent, and can use the difference in scent to determine if a person is calm or agitated. This can help them judge if a person is lying or not, but is not a universal lie detector.
All lycanthropes, appear perfectly human most of the time. The only exceptions are those who have spent too much time in animal form - these weres often retain animalistic eyes, sharp teeth, or a growling sort of voice even when in human form. During the full moon, times of emotional stress (as new lycanthropes), or at any time they choose (for alpha lycanthropes), lycanthropes take on an animal form. A shift involves the shifting and snapping of bones, the sprouting of fur, and in general can seem to be a very painful process. The stronger the lycanthrope, the less pain involved, and the faster this process can be achieved (willingly). Also, alpha weres can sometimes change only a part of themselves (for instance, just a hand). Regardless of ability, a full shift requires a lot of energy. Younger and/or lesser weres must feed soon after shifting to animal form, and fall into a deep sleep after reverting to human form. With time and practice, this becomes less of a necessity, but the concern is never completely negligible.
Lycanthropes have a distinct energy which they describe as their beast. Among their own kind, this is felt as a purely metaphysical animal made of heat and power. Humans with psychic abilities also feel this aura, though generally this makes them uncomfortable, feeling literally as if their skin were crawling. The stronger the lycanthrope, the stronger the energy, and also the more receptive they are to that energy. Any were can exhibit control over a natural animal of their species (werewolves can control wolves, for example, but not dogs). Two true alpha weres can experience each other's beasts intimately than less powerful weres. Stronger weres can manipulate their power to dominate lesser weres - this can be as simple as an establishment of superiority within the clan, or as complex as controlling the lesser's beast (a true alpha may be able to supress another's beast completely or, conversely, to force it to the surface). Some alphas even have the capacity to share power through blood, or to heal another's wounds.
Lycanthropes in general dislike being on their own. They tend to congregate into territorial clans within each city. Territorial rules vary with the clan, but generally one can visit the city without repercussions (though a gift for the Ulfric or his mate is highly encouraged, especially if you plan to have dealings with the clan). Moving to the area, however, requires permission, as you must then join the clan. Clan leaders have to be careful who they let in, as any new member can be a potential challenger.
Lycanthropes can assume at least two forms - human and animal. Many can also assume a "hybrid" form that is bipedal with animal characteristics or even transform a small part of their body at will (for example, "growing" fingers into claws).
Changing between forms takes a great deal of energy; most lycanthropes must feed immediately after changing to animal form and collapse into a comatose state for several hours after returning to human form. Stronger lycanthropes do not need to feed immediately or collapse, but are extremely tired. The lycanthropes Anita encounters most frequently can change shape almost at will.
Contagion
Lycanthropes' bodily fluids are contagious, but only when the lycanthrope is in an animal or hybrid state. Lycanthropy can be also be passed along by getting a bad batch of lycanthrope vaccine, as Richard did. To date, all lycanthropes introduced in the series were infected with lycanthropy well before first meeting Anita Blake; as yet, no established human characters (save perhaps Anita herself) have contracted lycanthropy, and thus the stages through which someone gradually moves from conventional human society to a lycanthrope hierarchy have not been depicted.
Physical abilities
All lycanthropes are extremely fast, strong, and resistant to damage. Lycanthropes' strength appears to depend somewhat on their actual size and somewhat on their level of supernatural power.
Lycanthropes can recover from almost any wound other than that caused by silver weapons. Lycanthropes are effectively allergic to silver and feel physical pain from even skin contact, although some seem to enjoy silver erly.
Command of animals
Lycanthropes appear able to command animals of their species. (For example, wererats can command rats).
Reaction to vampire's call
Lycanthropes can be "called" and commanded by a vampire with the ability to call their species of animal. Sufficiently powerful lycanthropes can resist a vampire's call, or even interfere with the call, preventing the vampire from calling other lycanthropes or animals. For example, Rafael, as the Rat King, was able to prevent Nikolaos from calling actual rats and from calling wererats against their will.
Similarly, sufficiently powerful shapeshifters, are able to look vampires in the eyes without being affected by their mental powers.
Some shapeshifters reach "alpha" or "master" status, a power level similar to that of a master vampire. Alpha shapeshifters may display some of the following traits:
An ability to resist transforming.
The ability to partially shapeshift, for example shifting hands into claws, or even "cosmetic" shapeshifting - shifting bones or flesh simply to alter appearance.
The ability to force other shapeshifters to change form, or to prevent them from doing so.
Some shapeshifters, such as Richard can share their power with others by allowing them to feed on the shapeshifter's blood.
The ability to heal others, by a variety of means.
Lukoi (Werewolves)
Dominance is very important to the Lukoi. Position within the clan is determined by strength, power, and the outcomes of challenges. Challenges are much like duels - outsiders cannot interfere, a certain form is chosen, and that sort of thing - but are generally only brief struggles which end when one werewolf backs down. Fights for rank are more formal affair, but only fights for the position of Ulfric are almost universally to the death. Even werewolves without rank can have dominance over another pack member. If a more dominant werewolf gives a lesser werewolf an order, it is expected that they will follow through, although this order cannot involve illegal activities. The lesser wolf's only alternatives are to take on the more dominant wolf in challenge or find a yet more dominant wolf to offer their protection. If a dominant wolf offers protection to someone, they must accept all challenges on behalf of that person.
Lukoi form a pack, led by their Ulfric (Wolf King, although in rare cases there are female Ulfrics).The ultimate alpha male of the pack. The Ulfric will be replaced by whoever defeats him in combat. In theory it does not have to be a death fight, and the Ulfric can in fact step down, but the new Ulfric will usually kill the old one to prevent a dominance split. The term is a derivative of the Norse "ulfr," meaning "wolf."
The Ulfric lead with their chosen mates called Lupas. Although the lupa need not fight for her/his position, the position of most dominant female (or male in the case of male Lupas) is determined by conflict. The term is Latin for "she-wolf" and "prostitute."
In addition, most clans have:
Bolverks, named after Bolverk of Norse mythology, is the enforcer of the Ulfric. The Bolverk carries out punishments or performs duties the Ulfric does not want to do himself, or if he is not available to do so. Generally the tasks assigned to the Bolverk are the most unsavory in terms of "normal" acceptance, i.e. having to kill a rogue member. Often at times the Bolverk is used as almost a bogeyman to keep other wolves in line. The Bolverk is allowed three helpers called Baugi, Suttung, and Gunnlod. The titles Baugi and Suttung are based on the two giants Bolverk tricked to get the mead of poetry; the Gunnlod is named after Suttung's daughter, who Bolverk seduced for the mead of poetry.
Erato and Eros, respectively a muse of erotic poetry, and the god of love or lust. For the werewolves, these are werewolves who help the new werewolves learn to control themselves and their physical form during sex, usually to prevent the change from human to wolf during sexual release.
Fenrir, are official challengers to the Ulfric, named after Fenrisulfr or Fenrir, the wolf that is destined to kill Odin in Norse mythology.
Freki and Geri are respectively the Ulfric's second and third in command. Named after Odin's wolves of Norse mythology.
Freyja are lupas who declares themselves independent of the Ulfric and challenges the Ulfric to reclaim her. Any male wolf may win her by having sex with her. The male wolves will do anything, including kill each other, to win her.
Lupanar
A meeting place for the werewolves, possibly their place of power.
Munin
The munin are the spirits or memories of the dead pack members, named after Munin, Odin's raven of memory in Norse mythology. Live pack members can "call the munin," drawing on memories or abilities of former members. Various packs appear to preserve the munin by different methods.
Dominance is very important to the Lukoi. Position within the clan is determined by strength, power, and the outcomes of challenges. Challenges are much like duels - outsiders cannot interfere, a certain form is chosen, and that sort of thing - but are generally only brief struggles which end when one werewolf backs down. Fights for rank are more formal affair, but only fights for the position of Ulfric are almost universally to the death. Even werewolves without rank can have dominance over another pack member. If a more dominant werewolf gives a lesser werewolf an order, it is expected that they will follow through, although this order cannot involve illegal activities. The lesser wolf's only alternatives are to take on the more dominant wolf in challenge or find a yet more dominant wolf to offer their protection. If a dominant wolf offers protection to someone, they must accept all challenges on behalf of that person.
Non-werewolves do not fit into the clan easily, with few exceptions. A vargamor can have sway as an advisor, but is considered neutral in terms of all challenges. Other non-werewolves that have dealings with the clan can be considered dominant to certain members of the clan, but not alpha (which requires clan membership).
Pard (Wereleopards)
Pard clan structure is fairly typical of lycanthropes: the alpha or alpha pair, the alpha's guards, and the next-in-commands. The clan is referred to as the pard. The principle social characteristic of the pard members is a need for physical contact as a source of emotional reassurance. Pard members frequently rub against one another, as if they were actual cats.
An interesting and notable characteristic in wereleopard terminology is the existence of three different titles for their leaders: Nimir-Raj/Nimir-Ra, leoparde lionne, leopard passant. The titles do not affect the functional, internal authority of the leader, but they do describe the type of leader currently in power. A leader may be either male or female, with no particular preference. A true King or Queen is titled a Nimir-Raj or Nimir-Ra respectively. Some clans have both - Nimir-Raj and Nimir-Ra are said to be soulmates, and often experience an immediate and passionate attraction to each other (Maithuna). Unlike with wolves, Nimir-Ra and Nimir-Raj have equal standing in the partnership. Many clans, however, do not have either Nimir-Ra or Nimir-Raj. In these instances, the most dominant were takes control. If the leader provides protection, they are a Léoparde lionné. If they do not provide protection, they are a lion passant.
Rodere (Wererats)
Rodere clan structure is fairly typical of lycanthropes: the alpha, their mate, the alpha's guards, and the next-in-commands. The clan is referred to as the rodere. A leader may be either male or female, with no particular preference. Like the leopards, a pair can rule as a pair, without Rom or Romni exerting more influence than the other. The Rom/Romni are backed by the Dura the second in command.
Pride (Werelions)
Werelion clan structure involves primarily the alpha, any advisors or support they choose, and the rest of the clan. Specifically, werelions form a pride, led by their Rex (Lion King). A Regina (Lion Queen) can wield just as much influence as her Rex, but is not as interchangeable as the lions are a patriarchal species, and are therefore almost always led by a Rex.
Abeo is someone who challenges the right of the Rex/Regina to lead. They generally fight the Rex for dominance of the pack, and get to choose their Regina. It is also customary for invading Rex's to kill off the children of the previous Rex, though some Rexes do not follow this creed.
Militis are the Rex/Regina's second-in-command.
Specto serve as the Rex/Regina's honor guard. They tend to be highly skilled in defensive combat and are assisted by the Caliga and Reperio.
Streak (Weretigers)
There are only four or five clans of weretigers 'known' in the United States. They are among the rarer types of lycanthropes. Each is led by a dominant Queen. The clans are organized by fur color - there is a white tiger clan (with yellow stripes) in Law Vegas, where the Queen is married to the master of the city, Maximillian, and there is also a red tiger clan (with black stripes). Yellow tigers with white stripes and blonde-brown tigers have also made appearances.
Tiger lycanthropy can be inherited as well as spread in the usual ways. Tigers with inherited lycanthropy are viewed as having higher status than those that were infected - in fact, lycanthropy is seen as a gift that can be bestowed as a reward. Giving lycanthropy to the unworthy is deemed a terrible crime. Pure blood tigers have tiger eyes even in human form - although years of inbreeding means that fewer tigers are born with this trait. True-blood queens will usually only accept a mate who truly has natural tiger eyes. Infertility is also a growing problem.
Tiger clans tend to be rather clandestine, and keep to themselves. Children are homeschooled, and marriages are strictly within the clan - at least, until recently with the advent of modern genetics and research into inbreeding. Arranged marriages are more than common, and it is not unusual for single tigers to be kidnapped and forced into arranged marriages. For this reason, many tigers out on their own seek the protection of other clans, and are even more secretive than other weres about their identities.
Among tigers, a female mates with only one male - it's all about competition. A very dominant tigress can send out a metaphysical call that affects unattached males, summoning them to her. Strong queens can keep their males from answering the call of another, and stronger or older males can resist the call to varying degrees. Once called, they behave almost as if they are rolled, until the female chooses a mate. Dominant females who are powerful enough to eventually break off and form their own clan (if their queen allows it) are called 'little queen'. If their queen doesn't give permission, she kills the little queen (personally or by proxy), but only after the little queen has bred at least once.
Progeny are very important to tigers. It is considered the duty of every weretiger to procreate - every woman is expected to have at least one child, with two being preferred. If a male tiger impregnates a woman, he is honor-bound to marry her and bring her (and her child) into his clan. Clan rules prevent the woman from aborting the child. Weretigers are the only weres whose females routinely bring children to term - male weretigers take their beasts into themselves whenever they feel the shift coming on. Clan children are born with hair color that matches their tiger shape, and tiger eyes. They typically shift first at puberty, though some have shifted as early as nine.
Bloodline is also very important to tigers - females have higher status, but males of the queen's line are given certain protections from powerful tigresses. Weretigers are originally from China - the clans were effectively exiled from China under Emperor Qin Shi Huang. Many clans wish to go home, but even after the fall of the emperors they are unwelcome - the communists hired wizards to clear the land of 'rebels', meaning anyone non-human. Dragon shapeshifters used to be prominent in China, but the last of them fled when the communists took over. The fox people still live there, but they hide in plain sight. While the weretigers were ruled by the Master of Tigers they were more powerfull and had special abilities specific to each clan.
The Black Clan had the power to control water.
The Blue Clan could control air. They could raise storms and make them obey their will.
The Yellow Clan could control the earth and all energies upon it, and were capable of provoking earthquakes.
The Red Clan had the power of pyrokinesis. Alex Pinn awakens this power after sleeping with Anita.
The White Clan could create electricity.
These abilities were believed lost to the clans and are extremely rare.
Werehyenas
Unlike most lycanthrope clans, werehyenas are strictly matrilineal - they are led by their Oba, a female leader.
Skulk (Werefoxes)
Very little is known about these rare weres. A clan is known as a skulk.
Seigneur:The male leader of the Foxes
Dame:The female leader of the foxes. She does not need to be romantically involved with the Reynard.
Deuxième:The "prince". Is second in command to the Seigneur. The Deuxième acts as the Reynard when he’s not available or absent. Should the Seigneur die, the Deuxième is first in line to taking his place.
Fille: The "princess". Is second in command to the Fille. The Fille acts as the Dame when she’s not available or absent. Should the Dame die, the Fille is first in line to taking her place.
Cueilleurs: The Skulk’s spy. He/She prepares the Skulks defenses by keeping tabs on the preternatural community. The Cueilleurs is highly respected because this job is dangerous.
Surineur: The Surineur is similar to the Cueilleurs, but keeps watch secretly over any internal threats to the Skulks safety. This position in smaller skulks is often folded into the Sombre's responsibilities.
Sombre: This is the Skulks assassin and enforcer acting much as Bolverks do for the Lukoi.
Guerrier and Soldat: These are the bodyguards to the leaders of the Skulk. and respectively third and forth in the line of seccession. Most darker Skulks don't have such positions as the temptation for assassination would prove to great. They often act as advisers helping with decisions and the running of the Skulk.
Meurtrier: an assassin, who assists the Sombre in fulfilling their responsibilities.
Werebears
Very little is known about these rare weres. A bear queen is known as an Ursa, while a bear king is known as an Ursus, and a clan is known as a Sleuth.
Weredogs
Very little is known about these rare weres. Although in most respects these seem similar to werewolves, except as dogs, their shifting is inherited, and is not tied to the moon.
Weresnakes
Both werecobras and wereanacondas exist, but both are very rare. Cobras are led by a Kadra (female) and Kashyapa (male). Weresnakes can have offspring in either the mammalian manner or the reptilian manner.
Lamias
Half human and half snake, lamias may take the form of either a full human or a human torso on a giant serpent body. They have fangs which, unlike a vampire's, are retractable, and can inject a lethal poison. They can also inject a substance that will turn humans into lamias, but this is a very difficult process that doesn't offer much success. As such, lamias are believed to be extinct, save for one female who lives in St. Louis. Lamias are believed to be true immortals, ageless and impossible to kill.
Nagas
Immortal snake shapeshifters of Hindu lore. They can take on a full human form, but are usually seen as either cobras or human-headed snakes. Their skin has a pearl in the middle of the forehead.
Werejaguars
The only known clan of werejaguars lives in New Mexico under the influence of Itzpapalotl, the Master Vampire of Albquerque. They are similar to wereleopards, but of course are jaguars (cats of the South and Central America) as opposed to leopards (cats of Africa and Asia).
Wereswans
Wereswans are not lycanthropes - they are not infected, but instead either inherit their condition or are cursed. They exhibit clannish tendencies, however, and so merit inclusion with lycanthropes.
Female swans are referred to as swanmanes. All of the swans in the United States are led by Donovan Reece, the Swan King (the first in a century). He was born to the position, identified by a swan-shaped birthmark. Usually, a swan queen would have been born as well, but Donovan rules alone. In the absence of a Swan King, lesser swans (a Swan Prince or Princess) can lead. Swan royalty tend to have white, feathery hair - in fact, in the case of a true Swan King or Queen, these are actually down feathers.
Because swans are the only known species of shapeshifter that are prey, not predator, they have to be very careful around other lycanthropes, especially during a full moon - they are seen more as food than friends, though more powerful lycanthropes usually have enough control to offer protection from their clanmates.
Magically-Induced Shapeshifters
Witches can curse someone with shapeshifting, as is evident by certain wereswans. There is also a spell that will allow them to shift themselves. However, the spell requires the skin of a lycanthrope, and the death of the lycanthrope at the end of the spell.
Werehyenas
Unlike most lycanthrope clans, werehyenas are strictly matrilineal - they are led by their Oba, a female leader. They also have the ability to speak mind to mind among themselves.
Panweres
Those who have been infected somehow with more than one strain of lycanthropy are called panweres. This is an incredibly rare phenomenon, and as such is only vaguely understood.