Full Moon Grove

  • Home of the Lycanthropes of Oroccid who cannot remove the curse (meaning BORN with the curse)
  • There are also many who came here to get away from anti-human sentiments in Oroccid towns and accept Lycanthropic curse
  • They live here most of the time, but all return here during FULL MOON to either hunker down or hunt in areas without active settlements nearby
  • Most outsider people avoid the forest, and believe it is HAUNTED
  • Location of the village IS SECRET to keep out Monster hunters
  • OUTSIDERS have not found the Grove for many years, formerly they would turn any outsiders into Lycans and force them to join, now they are uncertain as Chieftain Perry Perry Draugluin - Human M - Weretiger - LYCAN TRIBAL LEADER has reformed a lot of their ways to protect the pact and the outside world from Lycanthropy
  • Primary Language is SILVAN (though they also understand COMMON)
  • MOST lycans are HUMAN in the Grove (but not actually human because they are lycans).
 

Lycanthropes

One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.
  • Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.

Curse of Lycanthropy.

A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.
  • A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form — or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.
  • Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.

ADDING TO THE PACK

  • When the pack encounters a new Lycanthrope, they demand they stay in the grove
  • They want to maintain the secret of the grove so Monster hunters don't destroy them
  • They also want to ensure the new Lycan can master their abilities before they venture into the outside world. If they cannot, they are forced to stay with the pack who can control them when they turn
  • Want a larger, more powerful PACK to protect themselves, but also to hunt down wild/evil lycanthropes who have been entering Oroccid from an unknown source

THE OLD HUNTING PARTY - Followers of Malar

  • Led by Blanca Blanca Colmillo - Human F - Weretiger - Hunting Party leader
  • Group members were chosen because they were a bit more bloodthirsty and chaos/evil aligned, Perry thought it was a good outlet for them
  • Relatively new group, founded to search surrounding area for threats and keep outsiders AWAY
  • Came across a group of THE HUNTERS The Hunters - Cult of Malar while venturing upon the Plateaus, were intrigued by sect and talk of hunting god Malar
  • Allied themselves with The Hunters, including their search for Aasimar who could lead them to Eldath's hidden city
  • Blanca knew alliance with The Hunters would not sit well with Chiefton Perry, has kept it quiet, even while putting out feelers to see if any other Lycans from the grove might join them
  • Stole Harkon's Bite and placed in woods as a trap for outsiders, hoping to create more Lycans to join ranks of Hunter aligned Lycans
  • After events with THE RECOMPENSATORS, were executed by Chieftain Perry's soldiers
  • Only Lobar was spared as he might be able to lead the Party to the Hunters (Malar Group), though Lyka wanted to see him killed for his crimes

SHIFTERS (often children of Lycanthropes and Humanoids)

Shifter Race DND Beyond  
  • Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape, but they can temporarily enhance their animalistic features by entering a state they call shifting.
  • Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
  • Most shifters resemble a particular kind of lycanthrope. You can choose the kind of lycanthrope in your past, or you can determine it randomly by rolling on the Lycanthrope Ancestor table. The table also provides a suggestion for the Shifting option you might have as a result of your ancestry.

FEYWILD HISTORY (taken from Lycanthropes of the Feywild)

  • Legend says that the first lycanthropes were mages that found themselves trapped in the Feywild, unable to return home. To survive in the strange new lands, where Fae magic was a constant threat upon their lives, and nature itself dominated all life, the mages sought to harness the power of the wilds around them, to enhance their forms with the unique abilities found in the creatures of the Feywild. Sadly, they did not fully understand the wild magic of the land, and when the first mage attempted to grant himself enhanced strength, agility, and durability to match the ever-present dire-wolves tarrying their every step, the spell grew out of control, and the mage not only was granted the feats he had wanted, but a beastiial spirit as well, one that took hold of his mind and his heart, turning him into the very creature he wished to dominate.
  • The mages created the first werewolf, and as his allies attempted to control and fix their friend, they themselves were cursed with beastial spirits, not knowing wounds from their ally would transfer his curse.
  • Despite the side-effects, the lycanthropes were now able to thrive in the Feywild, spawning many clans over millennia, abandoning the old spell-casting ways in favor of the power their new forms granted them.
  • It is said the first lycanthropes crossed over to Terus from the Feywild hundreds of years ago, finding themselves in the Cram Forest near Chalinos
  • The magic of the protection stones kept from entering or attacking the town, and the Elves of Lithserin, learning of the lycanthropes in their forest, sought to destroy them.
  • Trapped between the barrier of the Chalinos Stones and the assault of the elves, the lycanthropes fled east toward the Nalied Desert, and most believed they perished in the desolate wastelands.
  • Others say a group survived and established a sanctuary somewhere in Oroccid

Demographics

Almost all human currently, have been other species in the past

Government

Single tribal ruler

TRAITS

  • Hispanic-esque accent?
  • VERY GOOD LOOKING
  • men are mostly 5ft4-5ft7, and BUILT (lots of ripped muscles)
  • woman are about the same height, but not as muscular, though they are thin and chesty

MISC

  • Jokes about how men get better looking the more wild they get, while the woman just look scarier.
  • No children, all these people left their families when they were "cursed" with lycanthropy

NATIVES

Wererat CH 2
WerebatCH 2
Werewolf CH 3
Wereboar CH 4
Werebear CH 5
Weretiger CH 4
WereravenCH 2 (VERY Rare)

CHARACTERS

  • Tribal Leader - Perry Draugluin (M) Weretiger CH 4
OLD Hunting Party (secretly The Hunters) - all dead now save Lobar NEW Hunting Party Random Village Members

NAMES

MALES
  • Delco
  • Driscoll
  • Roger
  • Pete
  • Raedwulf
  • Gorudo
  • Wulfric
  • Champo
  • Barney
  • Tibarn
FEMALES
  • Sadie
  • Nia
  • Chris
  • Zunda
  • Sable
  • Fay
  • Jay
  • Wilhelmina
  • Celestria
  • Kitty
Founding Date
Hundreds of years old
Founders
Alternative Name(s)
Lycan Hidden Village
Type
Village
Population
A few dozen
Inhabitant Demonym
werewolves, lycans
Location under
Included Locations
Related Reports (Primary)

LOOTS & ITEMS

PLAYER CHARACTERS AS LYCANTHROPES

A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form.
  • A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.
The following information applies to specific lycanthropes.
  • Werebear. The character gains a Strength of 19 if his or her score isn’t already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
  • Wereboar. The character gains a Strength of 17 if his or her score isn’t already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character’s proficiency bonus + Strength modifier.
  • Wererat. The character gains a Dexterity of 15 if his or her score isn’t already higher. Attack and damage rolls for the bite are based on whichever is higher of the character’s Strength and Dexterity.
  • Weretiger. The character gains a Strength of 17 if his or her score isn’t already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character’s proficiency bonus + Strength modifier.
  • Werewolf. The character gains a Strength of 15 if his or her score isn’t already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.