Wolfkin
Tales of beast-men are common to cultures across the face of Aagos. Whether in the form of lycanthropic curse, shamanistic transcendence, or divine gift, everywhere there can be found tales of men that become beasts, or beasts that become men. These myths are prolific because they are true.
The ‘Kin,’ as they call themselves, are those who possess the uncanny ability to twist in shape from that of man to that of a wolf. Many kin are strongly influenced by their animal natures even when in human form, some violent and impulsive and all more likely to act on instinct. Thus in tribes, historically, Kin were treated reverentially, and Skrel’eth today still carry on the tradition that wolfkin in particular are Sykala’s chosen kings of the wild.
Aartirans in particular have an antagonistic relationship with the Kin, and they have been ruthlessly hunted down throughout history wherever they’ve been seen, with huge bounties offered as reward. This is equally true in cities and in villages. It is no different after the Cataclysm. Nature is the antithesis of civilization, and notions of noble savagery hold no water in an age where civilization hangs by a thread.
The nature of the Kin’s being is not well understood, as these creatures (most would not call them ‘people’) live primarily on the margins of society, keeping their true nature a secret. No one fully trusts someone that keeps barely checked within them a violent, animal nature. It is known that all Kin must eventually, and regularly, embrace their inner beast; even if they can suppress it for a time, their logical faculties are all the more diminished and their bestial form the weaker when finally they shed their purely-human facade.
It is not a known factor either what causes the transformation. Is it a thing inherited, a thing passed on by bite, or granted through ritual? What determines the beast a new Kin will become? Is it a reflection of their inner nature? These questions and others are mysteries; indeed, in the years leading up to the Cataclysm, Kin had become so rare that some in more metropolitan areas had begun to doubt their existence.
Any of the sentient races of Aagos can become Kin, with Skrel’eth most likely to embrace it, and humans most likely to view it as a curse, with Tir somewhere in between.
Playing Wolfkin
If you choose to create a Wolfkin, it is important to remember that many people in the land would fear and be suspicious of your unique gift. Fear may cause them to hunt, hurt, outlaw, or even kill your character. Stay mysterious and you’ll live longer.
Following is some basic information about the Kin. Please note that most people would not calmly accept the revelation that someone, even whom they have known a long time, is secretly a Wolfkin. Indeed the Kin are largely frightening bogeymen to the average citydweller, even connected to Belial in their minds due to a few particularly violent historical cases of Kin serial killers.
- Any of the races can become Kin, but the unique makeup of a Kin prevents them from becoming either Dryth or Vek’pem Ahyre.
- Kin possess the uncanny ability to transform into a beast, which limits their mental faculties, but grants vastly increased speed and the natural weapons of an animal.
- Kin become fully quadrupedal; they are not the half-man half-wolf hybrid often seen in movies.
- A byproduct of their transformative power is a swift regenerative capability. Kin recover quickly indeed from wounds.
- Being Kin is sometimes hereditary, but can also be ‘forced’ upon someone by means not well understood; many do not survive the first transformation in this latter case.
- Wolfkin in a single area often organize themselves into a pack-like dominance structure.
- Sykala is often seen as patron god of the Kin, as his domain is nature and Kin exist largely within that domain. Many see their calling as ’wardens of the wild,’ though they do not oversee nature so much as they are a part of it and defend it.
- Kin are prone to acting more restless and impulsive than others; they are not the sort to get an apartment and settle in to enjoy city life. They must regularly get outside the confines of stone walls or they can go quite mad and risk the atrophy or unwanted manifestation of their inner beast.
- Kin who embrace the more bloodthirsty side of their nature have been known to turn themselves over the the Unnamed Eighth.
Each account may have only one ’special’ race at a time. In order to have a special race, you need to have over 7500 TRPP on your account. If you wish to play a wolfkin, or are seriously considering it, contact the staff for more, private information about them.
