top of page
art1111.webp
ww6.jpg
ww5.jpg
mtg3.jpg
moonart.webp

Varkyn

The patrons of Lusacan, or what little left of those who call themselves Varkyn, who remain today are said to hunt exclusively in the furthest reaches of Thedas. Where their hunts are unhindered by more civilized societies. Knowing only to exist on the fringes of society, the Varkyn, or 'Werewolves', have lived as remnants of a bygone era. Slowly, but surely, they have been hunted to near extinction.

​

Though it was Zazikel, Dragon of Chaos, who cursed their bloodline with an aversion to silver and an insatiable hunger that has increased with each generation, the mythos tells that the god holds no ill will towards those who share the blood of their champion. The Dragon of Chaos sees the debt incurred as paid.

Biological Traits

There are three subclasses of Varkyn: Purebloods, Halfbloods, and Carnophages. The primary difference between the three subclasses is their physical prowess and longevity. Contrary to popular belief, it is not the moon cycles that dictate the transformation into a Varkyn's Werewolf form, but rather their overall control of their emotions - and hunger. No Dwarves or Kossith have been known to be affected by the blood of Varkyn, only Humans and Elves are subject to the curse.

​

  • Purebloods: Well-disciplined and blessed with longevity, Purebloods have been hunted to near extinction. Only one parent must be a Pureblooded Varkyn to produce another Pureblood. They hold amazing strength and speed, most believing themselves born with Lusacan's direct blessing, as is their birthright. These Varkyn live for nearly two centuries before they are too consumed by the Tinge, their curse unable to be satiated.

  • Halfbloods: Those given the gift of Lusacan by transmission of blood from another with the gift. While not as physically capable as Purebloods, they are still formidable opponents. They are also more susceptible to the Tinge and stronger emotions. These Varkyn live typical lifespans for their race.

  • Carnophages: Also known as Crescenters among Varkyn, this is the 'newest generation' of Varkyn. Highlighting the desperation of a dwindling race, Crescenters are little more than mutated beings, their blood so diluted that they are more akin to savage beasts. They lack the sense of reasoning and rationality that separate a transformed Varkyn from typical monsters. This is the most commonly known version of a Werewolf, a contributor to the Varkyn state of near extinction. The Tinge is a near non-factor for these Varkyn, like their expected lifespan, for they are in a constant frenzy that will see them killed soon after creation.

​

All subclasses of Varkyn rely on fresh vitae to survive. Though a Varkyn can survive on an omnivore's diet, they will eventually have to hunt to procure the fresh meat necessary to alleviate the strain of their curse. Without fresh meat, Varkyn are irritable, prone to delirious states, and more likely to cave in to their emotions and thus transform.

​​

mtg_edited.jpg

Racial Traits

Lifespan: Subclass dependent

Height (Transformed): Subclass & Lineage dependent 

Languages: Common, Varghul

Physique (Transformed): Large Humanoid

Movement Rate: +1 Tiles

Features

Attributes +1: Lineage choice dependent

Standard Skills +5: All physical Skills

Available Cultures: Same as Base Race
Transformation: Able to shapeshift between a Humanoid form and True Form (Werewolf)

The Tinge: Must Brutalize a foe every 2 OOC weeks, or else they will suffer debuffs

Silver Weakness: If a wound is inflicted by silver, debuffs are implemented

carnophage.jpg

Psychology

Most of the information on this page would not be common knowledge to the majority of characters on the server. It can be learned in character through conversations with a Varkyn, by hearing stories passed down through oral tradition, or by opening a GM ticket to work with staff on conducting investigations.

ww_edited.jpg

Varkyn are driven by a predatory instinct in their veins. Purebloods have the greatest control over it, but discipline can be trained to manage the aches. Many Varkyn prefer more natural environments, being innate predators with an uncanny hunting instinct. â€‹Their feral side will never truly be at rest.

​

Varkyn must always control their emotions, lest they lose themselves to those feral instincts. Rage and guilt are two key emotions that elicit a Varkyn's transformation near forcefully. Another usual case is when a Varkyn is over encumbered by the need to feed, or if they concentrate with a force of will, they will transform into their Werewolf form. 

​

Rage is natural to a transformed Varkyn, even the most level headed struggle with not becoming engulfed by it in prolonged periods of transformation. Those who become consumed by the heightened emotions of their transformed state can become feral and lose any sense of self. This is much more common in Carnophages, lesser so in Halfbloods, and a rarity for Purebloods.

​

Varkyn social hierarchies operate similar to that of wolf packs on the local scale. Purebloods always hold authority over Halfbloods, with there being little to no documented exceptions to this rule. Most Varkyn packs range in number from as little as three to as large as two dozen. Still, it is not uncommon for a Varkyn to hunt alone.

Culture

Very few know the true lineages of Varkyn, but it is believed by some scholars that they actually have clans and alliances between them. Not much more than that is speculated officially. A web of political history unknown to the wider world, the following is known only to Varkyn:

​

  • The Sylran Clan are descendants of the first born of the original Varkyn, her name being Lady Andra. This clan is exclusively Purebloods. It is a lost history on what their 'unique trait' was, many believing they are simply the greatest of all their siblings. The lack of knowledge for them stems from the Sylrans being the first clan to become completely extinct in -95 Ancient.

​

  • The Liulfr Clan is the most well-reported clan throughout recorded history. Originating from the second born of the first Varkyn, these Lycan are notable for their hulking stature compared to the others of their kind. Many Werewolves of old having been reported at gigantic heights and massive size stem from the widespread nature of the Liulfr. This clan has shaped what many see as a 'Werewolf' in tales, up until the recent creation of Crescenters. (+1 STR, +1 VIT, +1 SIZ) (250-270cm height when Transformed)

​

  • The Coinin Clan traces their legacy back to the second-to-last born of the original Varkyn. Known for their speed and propensity to run on all fours, they stand shorter than most other Varkyn. They make up for their lack of raw strength through agility. Few reports indicate a Coinin Clan Varkyn, their approach of stealth and speed leaving them an example of a crafty predator. (+1 DEX, +1 VIT, +1 SIZ) (210-240cm height when Transformed)

​

  • The Ulric Clan comes from the last born of the Varkyn bloodline. While others use their physical prowess to great success, amplifying their strengths to overshadow weaknesses, the Ulric Clan is the only of the bloodline able to tap into the fade. Their magical potency is grand, a point of shunning from their siblings, they are still referred to as experts for their mystical abilities and upkeeping of ritualistic traditions among Varkyn. (+1 INT, +1 CHA, +1 POW) (230-250cm height when Transformed)

​​

All Varkyn abhor any sense of contemporary social norms, preferring to exist on the fringes of society away from those who misunderstand their nature. It is not uncommon for a Varkyn to attempt to blend into social structures as hunters or woodsmen. However, it is a truly rare sight to see a Varkyn attempt to dress or engage in formal social functions in any way, shape, or form. Those who have been cursed unwillingly may try to cling to their humanity, but their underlying disdain will be a constant conflict during the affair.

​

Varkyn eat the hearts of their elders, or those they have bested. If possible. A tradition once exclusive to the Sylran Clan, some Varkyn postulate that the first born's descendants could inherit the memories of those who's heart they devoured. With their extinction, their cousins have taken to honoring them through this over the last century.

​

The Varkyn language is guttural and body-movement fueled. It is innate knowledge, even Crescenters can manage to understand and speak it, albeit much more broken and akin to that of a child's comprehension. Scent is key to Varkyn as well, being able to decipher the state of a fellow Varkyn even in their humanoid form, a sense only fellow Varkyn can register. Some intentionally hide it.

​

Silver is a bane. Many Varkyn hold active disdain for silver, so vigilance is had if a Varkyn manages to work their way into a more sophisticated gathering. Merely holding silver requires a test of will or discipline. Silver has no immediate effects, but if a wound is inflicted on a Varkyn in their humanoid or transformed state with silver, the wound will begin to steam. For the Varkyn, it is debilitating, depriving them of the connection to their power and heightening the underlying strain of the Tinge. Fury is quick to overcome a Varkyn struck by silver. It is not necessary to use silver to kill a Varkyn, but it makes the task far easier.

​

Hierarchy is as much subclass focused as it is lineage. Strength, achievements, battle, and ritual prowess matter in gauging respect among Varkyn. A Liulfr Pureblood may lead a pack, but they will still defer to an Ulric Halfblood for ritual ongoings, for it is not their realm of expertise. Still, the Pureblood will make a final choice. Those that cross their respective boundaries must do so boldly, and with displays of dominance over who they seek to give usurping order. Cousins at their core, bloody challenges are replacements for 'typical' family arguments. Even with claw-shredding exchanges, a dueling pair can return to the matter at hand without missing a beat once a victor is found.

werewolf1.png
mtg2.jpg

ORIGINS

On the surface, most of Thedas considers Werewolves to be those cursed by Lusacan, the Dragon of Night. Those who believe in the Maker consider it synonymous with the Blight, a curse more specific for a sin unknown. Scholars and investigators have found out little, progress typically ends up lost, be it stolen, gone missing, or entire libraries torched. The ultimate truth is one known only to Varkyn, passed on through generations and kept as oral history. The following is that which is passed down to all Varkyn, Pureblooded or Halfblooded, that seek to know their 'true' history.

​

Varkyn are derived from a single point in history; a time when Thedas was rife with chaos and discord, before the Blight. It was in the early hours of the Ancient Age, when primal man simply took what he wanted through sheer force and domination, that a regional warlord served as a champion to Zazikel, Dragon of Chaos. It was in Ferelden that this crafty, swift, and powerful warlord won many-a-battle in the name of his lord of Chaos. Swathing a bloody conquest across the lands of Thedas, the warlord known as Var'kin led a merciless band. Though, none could hold a torch to the warlord himself in his truculent attempt to appease Zazikel.

It was not until Var'kin ventured into the lands known today as Orlais where the warlord met his match. A tribe of hunters who wore the bones and furs of their enemies, sentient and beast alike. This tribe fought in a manner the warlord had never seen before, demonstrating incredible feats of marksmanship, tactical flanking, and use of ambush through the terrain. For two seasons did Var'kin attempt to topple this tribe. It was all for naught. At the dawn of the third season, only a handful of Var'kin's forces remained. Angered by this humiliation, the waning favor of the Dragon of Chaos, the warlord ventured deep within the territory of their rivals.
​
Adopting the tactics learned by all skirmishes prior with the tribe, it was by winter's height that only the warlord himself remained. He had cleaved directly into the heart of the tribe's forest, to declare a duel against himself and the tribal chieftain. It was then that the chieftain revealed himself, bearing the furs and mantle of a white-coated wolf, the tribe proving to be worshippers of Lusacan by this point to the warlord. Lusacan offered his own promise to Var'kin: if the warlord could defeat his own champion, he would grant him the power of the hunt.

werewolf11_edited.jpg

The challenge accepted, the champion of Zazikel and Lusacan engaged in combat. The battle lasted for a fortnight, ranging through the tribe's entire hunting grounds, a vast distance covered, each warrior proving their devotion to their respective lord unbating. It was at the frozen dusk of the 15th day, the full moon still hanging in the sky, that Warchief Var'kin emerged victorious. His blade was driven deep into the gullet of the chieftain. Lusacan stayed true to his promise, though prompted the deal to be sealed with the warchief feasting on the heart of his own lost champion. The Dragon of Night watched solemnly as the champion of Zazikel dined on the only warmth remaining in his champion, his very heart devoured-- blood and sinew dripping from Var'kin's frost covered beard. The exhausted warchief found himself imbued with power and vigor unparalleled to any draught or spirit.

​

For proving his skill and determination, the warchief was blessed with the strength, speed, and resilience of the wild wolves that roamed the lands under the night's protection. Anointed, Var'kin became the new champion of Lusacan. The Great Northern Wolf is how all Varkyn refer to him today in respect, for he is their progenitor, their namesake.​

ww3_edited.jpg

From then on, the Northern Wolf would continue to hunt in the name of his master, his devotion to Zazikel waning as centuries passed. Taking on many concubines, Var'kin sired many children to inherit the gift of Lusacan, who would in turn go on to sire their own with more outsiders, their purity of blood overwhelming. Var'kin promised his children to inherit not only the gift of Lusacan's might, but all that the forest's of Ferelden and Orlais, for it is through those regions the moon protected and guided him.
​
Zazikel never forgot about his previous champion, however. Though the Dragon of Chaos was moved by his disciple's display of ambition, conquest, and destruction of order, he watched as the Northern Wolf fell out of favor to instead prefer Lusacan's approval. It was for this reason the Northern Wolf would be punished for his treachery. Retribution did not come swiftly, nor in the form of a great battle that Var'kin could best, but through deceit.
​
In the later years of the Wolf's life, when he had grown old and his bones ached from a lifetime of hunting in servitude to Lusacan, an agent of Zazikel stole into his chambers during an evening of weary stupor. Masquerading as a concubine, the assassin was a descendant from the origin of such physical prowess gifted to Var'kin. A descendant of the chieftain once slain nearly three-hundred-years ago. They did as the Warlord once did to their ancestor, plunging a dagger, though now one of forged silver, into the gullet of Lusacan's champion. The weapon was freed quickly from its puncture, and rather than cutting free the heart to repeat the cycle, the assassin sliced open Var'kin's very stomach. It was in this that the progeny of Var'kin were cursed by Zazikel with an aversion of silver, and an inanition so potent that those who shared the blood of the Wolf would never know the feeling of true nourishment for the rest of their days.


It is this curse bestowed upon the Varkyn by Zazikel that is known as 'The Tinge', and stands as the heighest of all totems that the Varkyn abide by to this day. 

ww4.jpg

Bloodline is not affiliated or endorsed by Electronic Arts or Bioware

bottom of page