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Lycanthropy

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Lycanthropy, like vampirism, is a Daedric-borne supernatural disease that greatly alters its host and grants unique abilities. Lycanthropy was originally created by Hircine, who bestows it as a "blessing" upon devotees and great hunters. Followers of Hircine can also ritually bestow this blessing upon others, and can even replace vampirism with lycanthropy (the two conditions are apparently mutually exclusive).

It is unknown when the first lycanthrope came into existence. According to a legend, lycanthropes were already hunted down during the reign of Hoag Merkiller by Thane Icehammer, but were known to exist since the early Merethic Era.

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Unlike Molag Bal, Hircine maintains an active role in his creations' existence, as he has been known to personally enhance favored lycanthropes with increased abilities and rewards some with items of power, such as the ring of Hircine which allows a lycanthrope to control his or her transformations. Hircine has even been approached or summoned by packs of werewolves to appoint a pack leader, thus serving as an advisor and an important figure amongst lycanthropes.

Contracting Lycanthropy

Lycanthropy is also a contagious condition. Close contact with a were-creature can transmit a special disease, which progresses to full-blown lycanthropy within a few days (if untreated). For instance, Sanies Lupinus can be contracted from werewolves, and over time will convert the afflicted into a werewolf. Transmission seems to be brought about through being wounded via the claws or teeth of were-creature, however since most victims are killed, transmission occurs less commonly out of a controlled circumstances.

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Drinking a were-creature's blood is a much more potent means of transmission; it immediately converts the drinker into a lycanthrope. The first transformation occurs within moments, and is unusually intense.

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Finally, there are a few rare families in which lycanthropy is a hereditary condition. It can remain dormant for generations, only to spontaneously reassert itself in later descendants.

Effects of Lycantropy

The most important and obvious effect of lycanthropy is the beast transformation itself. While in beast form, the lycanthrope has increased height and altered proportions, with one strain being recorded as having increased shoulder width, lengthened arms, narrowed hips and increased leg height. The physical alteration grants the were-creature enhanced strength, speed, resilience, and stamina, as well as enchanted claws that can harm creatures that are immune to conventional weaponry.Wolves and even bears may have a special affinity for werewolves, being less likely to attack them, and sometimes actually hunting with a werewolf. Were-creatures are affected mentally as well, experiencing intense bloodlust and, in extreme cases, amnesia.

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The circumstances of the transformation seem to vary wildly between individuals (or perhaps between strains of lycanthropy). Some lycanthropes transform monthly, or even nightly. Others seem able to choose the times of their transformations, even able to give up transformation entirely. The strength of the bloodlust also varies, with some individuals experiencing an uncontrollable desire to kill, and others able to maintain nearly complete control during a transformation. In the worst cases, an individual who lacks the willpower to control a transformation may go feral, becoming little more than a mindless beast.

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A few effects of lycanthropy are present outside of transformation. The aforementioned bloodlust being a notable instance as even in human form, the afflicted may still feel the desire to hunt and kill. Lycanthropes are immune to all diseases and experience fitful sleep. They also may retain subtle physical traits outside of beast form, such as scents, or small patches of fur. Lycanthropy also has spiritual effects that persist after death. Lycanthropes go to Hircine's Hunting Grounds after death, rather than the afterlife they would otherwise have received.

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Hircine can grant more power and control over lycanthropy to favored worshipers. This is usually done via a specific artifact such as a ring (see below). Additionally, those favored by Hircine may be granted the ability to transform entirely into a beast rather than a were-creature (e.g. into a wolf rather than a werewolf).

Different kinds of Lycantropes

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Here is a list of the different werecreatures and where they are commonly known to live.

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Werewolf: 

The most common of lycanthropes found in Tamriel. They are monstrous, wolf-like creatures taller and broader than man and mer, and are capable of moving on two limbs or sprinting on all four. They can attack with both their claws and teeth, inflicting lycanthropy with their bite. Those with the beast blood are prone to violence, whether accidental or intentional, as they live with a constant bloodlust which drives them to kill and devour their enemies. Werewolves are widely feared and hated in Tamriel, and will be attacked on sight if spotted in beast form. While Sanies Lupinus causes all werewolves to transform under the influences of the moons, the members of the Circlecan control their beast forms. In return they must serve Hircine in the afterlife. Silver weaponry is very effective against werewolves.

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Known area's: All area's around of Tamriel.

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Werebear:

A large form of lycanthrope said to be prominent in northern tundras of Tamriel. Almost thought to be folklore in Nordic cultures. Legend holds that smearing canis root on the trees surrounding one's home wards off werebears. Hunting packs of this strain have been found on the island of Solstheim.

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Known Area's: Skyrim.

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Wereboar: 

A lycanthrope of the boarish persuasion which attacks with both fore arms as well as its long teeth. It requires silver or better weapons to be hit and anyone it bites has a small chance of becoming a wereboar themselves. The wereboar is found almost exclusively in High Rock.

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Known Area's: High Rock

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Werecrocodile:

A lycanthrope known to lurk in isolated swamps of Black Marsh and southern Morrowind.

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Not much is known about this werecreature.

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Known area's: Blackmarsh, Morrowind

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Werelion:

A lycanthrope found in Elsweyr, Black Marsh, and Cyrodiil.

Not much is known about this werecreature.

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Known Area's: Cyrodiil, Elseweyr, Blackmarsh.

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Wereshark:

A mysterious lycanthrope with no reputable sightings and possibly created by folklore or myth.

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Known Area's:  unkoiwn, possibly seas.

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Werevultures:

Not to be confused with Hagravens, which are irreversibly transformed by an arcane ritual.

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Known Area's:  Valenwood

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Werebat:

A variant of lycanthrope found in the swamps of Valenwood.

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Not much info is known about these werecreatures.

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Known area's: Valenwood

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Place in Society

Due to the dangerous and bloodthirsty nature of lycanthropes, as well as the connection between the condition and Daedric worship, it's little wonder that lycanthropes have been hated and feared through much of Tamriel's history. While feral were-creatures are almost universally despised, lycanthropes with control over their condition may be treated in any number of ways, including being revered (among cults of Hircine), being uneasily tolerated or shunned, having their beast transformations criminalized, or even being killed on sight. In one of the most extreme cases, Imperial soldiers were instructed to turn themselves in for "immediate execution" if they became infected with lycanthropy.

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Individuals that specialize in tracking down and killing lycanthropes are known as werewolf hunters. These may work alone or in small groups, or they may be part of a larger organization dedicated to wiping out lycanthropy (such as the Order of the Silver Dawn, the Silver Hand, or the Vigilants of Stendarr). Werewolf hunters often target vampires and Daedra worshipers as well.

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Werewolves commonly form "packs" apart from the rest of society. This makes them a more formidable opponent for werewolf hunters, and also gives them the opportunity to satisfy their instinct to hunt together. Werewolf pack leaders are sometimes designated by Hircine, being also leaders of his cult

The Green Pact

Before the Green Pact, the Bosmer constantly shifted from one form to another. The Green Pact fixed the forms of the Bosmer, but they retained the ability to shapeshift into were-creatures, powerful beasts, and a variety of other monsters. Shapeshifting by any means, other than the ritual that begins the Wild Hunt, is forbidden by the pact. As a result, Green Pact Bosmer will condemn anyone who willingly transforms to the Ooze.

Vulnerability

Were-creatures are commonly believed to have an aversion to specific herbs. Canis root is believed to ward off werebears, while wolfsbane and belladonna are both known to be poisonous to werewolves, and are used as components of remedies for the disease. Silver weapons are also considered especially effective against werewolves.

Curing the Condition

It is well known that lycanthropy can be prevented by curing the disease that causes it, which must be done before the subject's first transformation. After this point, it becomes extremely difficult to obtain a cure.

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The witches of the Glenmoril Wyrd are the only beings known to have possessed cures of a conventional nature, potions and scrolls that are relatively free of side effects. Unfortunately, they seem to guard their secrets closely, and do not openly offer these cures.

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The Silvenar, being a living representation of the Green Pact that fixed the form of the Bosmer, has the ability to instantly cure Green Pact Bosmer who unwillingly contract lycanthropy.

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Other cures require the lycanthrope to find a way to exorcise their inner beast. These methods include:

  • Transmitting the condition to someone who already has dormant, hereditary lycanthropy. Infecting such a person will cause the condition to be completely transferred, curing the original lycanthrope.

  • Undergoing a ritual performed by the Glenmoril witches. The witches sacrifice an innocent, infect the victim's flesh with the client's lycanthropy, and resurrect the sacrifice. The original lycanthrope must then kill the victim a second time, which will also permanently destroy their inner beast.

  • Using the magic from the head of a Glenmoril witch to summon one's inner beast as a spirit, then destroying that spirit.

Finally, lycanthropy can be supplanted by vampirism. Under normal circumstances, this is impossible, because lycanthropes are immune to disease. However, a pure-blooded vampire can convert a lycanthrope into a vampire lord, instantly replacing Hircine's gift with that of Molag Bal.

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In general, were-creatures do not revert to their original form upon death, but there may be some exceptions to this rule.

The hunting grounds

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Upon death, lycanthropes go to Hircine's Hunting Ground to hunt with him for all eternity. The Hunting Grounds are considered by some lycanthropes to be an ideal afterlife, but others feel that this denies them a true paradise.

 

 The realm is made up mostly of dense woodland and vast grasslands and plains, as well as blood-red tributaries. Mortals entering these realms are typically hunted down by the inhabitants. During the day, werebears hunt the inhabitants and at night, Hircine announces himself with a pack of werewolves.

Related Artifacts

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Rings

Hircine's Ring can give those afflicted with the disease more control over their powers. In some incarnations, it has the ability to prevent a monthly transformation, and allows the lycanthrope to transform as often as they'd like.

 

 It has also been used to transform people who aren't infected with lycanthropy into werewolves. Hircine once cursed this artifact to have the opposite effect; the wearer would transform at random and unpredictable times, until the curse was lifted.

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Other blessed rings are known to exist that can enhance beast forms. Once used in the Bloodmoon Prophecies, they are still possessed by the Frostmoon Pack of Solstheim.

Totems

The Totems of Hircine are said to date from prehistoric times, before even speech was developed. Each one grants a special power to any lycanthrope who possesses and reveres the item.

There are three known totems:

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Totem of Terror

A carved wolf skull, which enhances the lycanthrope's power to inspire terror.

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Totem of The Hunt

The carved thigh bone of an unknown animal, which enhances the lycanthrope's senses.

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Totem of Brotherhood

A simple drum, which gives the lycanthrope the ability to call allies.

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