Werecreatures (also known as Therianthropes, Therians, Zoanthropes or Shape-Shifters) are the rulers to Lyssia. They are human-animal hybrids that can change from human into various animal forms. The males are known as Werelords and the females are known as Wereladies, with a shared naming convention for therian types. Werecreatures usually mate with other Werecreatures, but on some occasions they will mate with a human. The offspring will typically inherit the abilities to turn into an animal.
Background[]
Werecreatures begin as humans who have the power to transform through genetic inheritance. Like the classical werewolf, the form a werecreature assumes is an intermediate blend of human and animal: their appearance is identical to the animal they are based on while retaining anthropomorphic traits like bipedalism and arms with dextrous hands. This is also case for werecreatures based on legless fauna such as marine life. Avian therianthropes, whose animal forms have wings in place of forelimbs, will retain humanoid arms and gain a set of wings on their back. The degrees of transformation can vary, as therians can undergo a partial transformation where certain aspects of their wereform only changes parts of their body. However, few are able to fully change into the animal itself.[1] The notable exceptions to this are the Wereserpent Vala and the Weresquid Ghul, whose wereforms are non-anthropomorphic and larger than the traditional sizes of their respective species.
The paternal line is the main factor in inheriting therianthropy, but on very rare occasions the maternal line will become the dominant one[2]; Casper is so far the only known Werelord who inherited his therianthropy from his mother, the werehawk Lady Shah, while his father, Count Vega, is a wereshark. Offspring from human-werelord unions can also be shapeshifters, but not true therians, being more wild and bestial with less control over their abilities.[2]
The main difference from regular humans (other than the shape-shifting) is the capability of rapidly healing wounds that would be fatal for a normal person, although if enough injuries are sustained, they could die. Injuries from a fight among werecreatures can also be fatal, and the death is immediate if they are decapitated or stabbed in the heart.
The biggest weakness to all werecreatures is silver. A silver-inflicted injury cannot be healed immediately, a well-aimed blow can be fatal and not even the strongest skins are immune to getting pierced. Silver restraints prevent werecreatures from transforming, and if they try, they could be severe their limbs or even get decapitated. Silver is so deadly to Werelords that during the reign of Wergar, it was outlawed, its mining being punishable by death and possession of silver items could be punished with a life in prison. The Catlords of Bast do not share the same thoughts about silver, King Leopold allowed some elite soldiers of the Lionguard to own silver-blessed weapons.
Werecreatures usually have abilities linked to their animal genetics. For instance, werewolves have a keen sense of smell, werecats possess night vision, and werefish can breathe underwater.
History[]
Werecreatures have been present in Lyssia since the onset of civilization. It is unknown when werecreatures emerged or what their point of origin is.
In primitive times, before the era of Brenn, ancient therianthropes known as Old Therians, capable of assuming the entire form of their animal as opposed to a human-shaped one, rose as the leaders of Lyssia. Two species of Old Therian rose around this time: weredragons and wereserpents. Other species also emerged, consisting of wolf, bear, lion, and hawk. Unlike the Old Therians, this new generation possessed human traits and thought. This era would be known as the Age of the Dragonlords, where Old Therians ruled over the other tribes.[3] Over time, however, the Old Therians declined in number, causing them to fade away before they were little more than myth to modern therians.
The five tribes gradually formed the basis of therianthrope civilization in Lyssia.[3] As the Age of the Dragonlords ended, Lyssia entered a new age where the werecreatures turned to worshipping Brenn as the progenitor of the first generation of Therians.[4][5] To the early followers, the ability to transform, known as the "Brenn-given blessing", was what separated therians from ordinary humans.[6]
Abilities[]
Physical[]
- Enhanced strength: Many werecreatures possess immense physical strength, a common trait that varies in magnitude depending on the species. For instance, werelions and werebears are renowned for their sheer power, capable of overpowering multiple adversaries and performing extraordinary feats of strength. This physical prowess is a defining characteristic that often symbolizes dominance and leadership within their respective societies.
- Agility and speed: Werecreatures like werewolves and weresharks exhibit remarkable agility and speed. Werewolves, with their lithe and muscular build, can move swiftly through forests, making them excellent hunters and formidable opponents in battle. Similarly, weresharks are adept at navigating aquatic environments, utilizing their streamlined bodies and powerful tails to reach high speeds and outmaneuver predators and prey.
- Enhanced endurance: Endurance is another common trait among werecreatures, enabling them to sustain prolonged physical activity without tiring. This endurance is particularly evident in creatures like werebears and werewolves, who can engage in extended hunts or battles without succumbing to fatigue. This trait is crucial for their survival and effectiveness in their respective environments.
Senses[]
- Enhanced smell: A keen sense of smell is a universal trait among many werecreatures. Werewolves, for instance, can detect scents from great distances, allowing them to track prey or identify potential threats. This enhanced olfactory ability is essential for hunting, navigation, and environmental awareness.
- Enhanced hearing: Enhanced hearing is another common sensory ability, providing werecreatures with heightened vigilance and awareness of their surroundings. Werecreatures like werewolves and weresharks can detect sounds that are inaudible to humans, making it easier to anticipate danger or locate prey. This superior hearing also aids in communication within their communities.
- Enhanced vision: Many werecreatures possess enhanced vision, allowing them to see clearly in low-light conditions. Werecats, for example, have excellent night vision, enabling them to hunt effectively after dark. This ability is crucial for their predatory lifestyle and survival in diverse environments.
Regeneration[]
- Accelerated healing: One of the most notable abilities of werecreatures is their accelerated healing. Werecreatures can recover from injuries much faster than humans, healing wounds that would otherwise be fatal. This rapid healing is a crucial aspect of their survivability, allowing them to withstand severe injuries and continue fighting or performing necessary tasks.
- Disease resistance: Werecreatures possess a natural resistance to diseases and infections, which further enhances their longevity and health. Their robust immune systems protect them from common illnesses, ensuring their ability to remain active and productive members of their society. This resistance contributes to their reputation as hardy and resilient creatures.
Transformation[]
- Shapeshifting: The ability to transform between human and animal forms is the quintessential characteristic of werecreatures in "Wereworld." This shapeshifting ability allows them to harness the strengths of both forms, adapting to various situations and challenges. In their human form, werecreatures retain their enhanced senses and physical abilities, while their animal form grants them increased strength, speed, and combat prowess.
- Partial transformation: Werecreatures can also undergo partial transformations, selectively altering specific parts of their bodies. This ability is often used strategically in combat, allowing werecreatures to extend claws, enhance their strength, or improve their senses without fully shifting into animal form. Partial transformation provides versatility and adaptability, making werecreatures formidable opponents in any scenario.
Types[]
Lyssian[]
- Mammal
- Werebadger
- Werebear
- Wereboar
- Werebull
- Weredog
- Weregoat
- Werehorse
- Werehyena
- Wereotter
- Wereram
- Wererat
- Werestag
- Wereweasel
- Werewildcat
- Avian
- Piscine
- Wereshark
- Werewalrus
- Werewhale
- Weresquid
- Werefish
- Werebarracuda
- Wereray
- Werescorpionfish
- Siren
- Arthropod
- Werecrab
- Werelobster
- Amphibian
Bastian[]
- Mammal
- Reptile
- Avian
Sabre[]
- Weregriffin
- Flying werehorse/werepegasus
- Flying weremonkey
Old Therians[]
Other[]
- Werebat
- Werelizard
Trivia[]
- While the genetic inheritance of therianthropy is generally set upon the species of one parent, the existence of hybridized werecreatures on Sabre indicates werecreatures of combined species exist. However, it is unknown if these would be considered an entirely separate creature from their source animals. Furthermore, the method by which they would be created is unclear, as it is not confirmed whether it is possible for the child of two different werecreatures to inherit both types and have a hybridized form.
- In the Netflix series, the transformation of a werecreature is denoted by glowing eyes and cackling electrical energy surging in the individual. The color of the eyes and energy is dependent on the werecreature's species, with each of the ones seem thus far having a signature color:
- Gold for wolves.
- Green for bears.
- Yellow for lions.
- Blue for sharks.
- Red for rats.
- Purple for stags.
- Vala, the sole wereserpent, has violet eyes, although this may be due to her unique circumstances; after Vala injected Drew with her venom, he gained the same eye color whenever he lost control under its influence. It is therefore unclear if it is the color of the serpents or whether this is due to succumbing to one's animal side.
References[]
- ↑ Wereworld: Storm of Sharks, Part IV: Battling Back, Chapter 5: Tentacles of Terror
- ↑ 2.0 2.1 Wereworld: Rise of the Wolf, Part III: The Redwine River, Chapter 1: The Road to Redmire
- ↑ 3.0 3.1 Wereworld: Nest of Serpents, Part IV: Painful Paths, Chapter 9: The Serpent Revealed
- ↑ Wereworld: Nest of Serpents, Part IV: Painful Paths, Chapter 8: The Camp of the White Bear
- ↑ Wereworld: Storm of Sharks, Part V: Turning the Tide, Chapter 2: The Chapel of Brenn
- ↑ Wereworld: Storm of Sharks, Part IV: Battling Back, Chapter 2: Wolf Blood