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Werewolves and humans of Volvsk/The Novogood Republic
Tuesday, 07 April 2009 18:06

Note: this is a description of one particular culture of werewolves, and if other werewolves exist elsewhere in Erde, they will not necessarily function in the same manner or have the same beliefs.

 

Geography: These cold and inhospitable lands make up the north of what in our world is Russia. They consist mainly of dense forest and wide plains, some of which are suitable for growing hardy crops such as potatoes. Generally speaking, Volvsk (the werewolf-owned land) has a medium-to-high magical climate, and areas of lower magic are Novogood (human) territory. The centre of the Novogood Republic has a similar magical climate to Verre Zon.


Werewolves: The Werewolves are humans whose blood has been infected with a magical agent of unknown origin (assumed to be naturally occurring) that turns them into magical beings. New werewolves are infected by the transmission of bodily fluids, either deliberately or accidentally, during fights, during sex or (for baby werewolves) during birth. On average they are faster and stronger than humans, with heightened senses, but often less rational, more impulsive, bloodthirsty, and incapable of the unified effort humans can create. They grow in power and bestial nature with the full moon, and can choose from three shapes; human, wolf, and wolf-person. More information on their typical strengths and weaknesses can be found in Divensky's profile. Werewolves can be killed only with fire or silver, but can also die of old age.


Culture: The Novogood Republic is a society of humans where friendships are close, and life is short, difficult and precious. It is a culture of survival rather than living; people are either farmers or fighters, and frequently both. The only other active industry is silver mining.


The Kingdom of Volvsk has been run in the same way for centuries; humans farm the land and werewolves rule by fear. It's kind of a cross between the feudal system and a protection scam; the humans give a large proportion of everything they make to the wolves and in return, most of them don't get killed. Instead of one royal family, there are a number of packs, each equivalent to a noble house, which fight over the position of top dog (if you'll pardon the expression). As a result, the King and Queen change about every five years. Each pack consists of a hierarchy of pairs, ranked from the Alpha pair downwards, but unlike human nobility there are no such things as titles - everybody is expected to know their place and everybody else's. Wolves only gain rank when the wolf above them dies, or by killing another wolf and claiming their rank. Male and female werewolves are considered equal, and each mated pair advances as a pair. If they mate across packs, the male can join his mate's pack or vice versa, this is agreed between the packs. Volvskian werewolves mate for life, and the only way for them to get a 'divorce' as such is to kill their mate. Adult wolves without mates can judge their rank according to who is 'related' to them (who infected them), but will not advance far without mates. Generally speaking, only Alpha wolves have biological children, and other wolves choose their heirs from the neighboring human settlements, infect them and raise them as werewolves.


The werewolves don't work as such, the only things they have to do are fight other packs, fight within the pack for advancement and keep tabs on their humans, leaving plenty of time for sport. Large animals can be hunted for sport, but the ultimate game is humans. They would probably like to hunt other werewolves, but while murder is not murder if the victim had a chance to fight back, this would probably still be frowned upon. Instead they duel, a complex game that involves psychology as well as martial prowess, and subtly affects social standing, especially between older werewolves. They fight unarmed in whatever form, or use a number of weapons in human form. The most serious of these games is silver-sword dueling, in which the wolves fight in human form, one on one with rapiers or small swords with silver-plated blades. Although the possibility of death is part of what makes it interesting, deaths are rare, and the aim of the game is to inflict a shallow cut, preferably on the opponent's face that will scar and act as a trophy of your victory.


Wolves who are recruited from human settlements are renamed, generally names that reflect the wolf's appearance, an aspect of nature or a character trait considered desirable. The werewolves in Divensky's backstory, for example, are called Shutka (Joke), Bars (Panther/Lynx), Dymka (Smoky) and Zhulka (Cheater). It hasn't escaped Divensky's attention that some of these names are remarkable similar to names that humans give dogs, a revelation that most werewolves would not find amusing, given that 'dog' is close to the worst thing you can call a Volvskian werewolf.

Last Updated on Sunday, 12 April 2009 00:43
 

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