to Cry Wolf! We are an 18+ AU, intermediate to advanced Mercy Thompson/Alpha and Omega RP set in present day, in the Tri-Cities of Washington. We are a premium board with a 250 wordcount. Please make sure that you register with your characters name in Proper Case. Not in all caps. Example: Mercy Thompson. We welcome you to the site and if you have any questions don't hesitate to reach out to the staff.
No knowledge of the books is required. All the information needed is available on site. We ask that you read over the species information before rolling one of that type, as there are a few key differences between Mercyverse creatures and the ones you might know.
We put emphasis on the slice-of-life RP with the occasional event to throw things off. ;)
Skin made by Tana @ Cosmo, Shine, and ATF. Graphics, custom stats, forum, profile structure, mini profiles and coding tweaks thanks to Ara. Templates thanks to Becky of Candyland. All apps, threads, fae lore, and plots belong to their respective members of Cry Wolf. Most importantly the Mercy Thompson Universe is thanks to Patricia Briggs for creating such an interesting world for us to enjoy.
Werewolves were born humans. They were mauled to near-death and 'infected' with the werewolf 'curse.' The wolf-side of them heals them up and they live the remainder of the nigh-immortal lives at the moon's mercy.
At the full moon, werewolves must shift but all other shifts are willing and a shift at any time is possible. Shifting is not a pleasant process, however, and it hurts a great deal. It is frequently considered a private matter and most try their best not to look upon their packmates when they are shifting as it is also when a wolf is at their weakest in the form between human and wolf. They are utterly exposed, incapable of much movement and practically a raw nerve. The slightest breeze can cause pain in addition to their entire bodies readjusting and moving to change. The shift itself can take anywhere from 8 minutes for an older, very well controlled wolf to an hour or two for a younger, more inexperienced wolf.
While werewolves in wolf form are much bigger than their wild cousins (a 'small' werewolf comes in at about 180 lbs, an 'average' one around 250, with large ones going 300+), they still resemble them more so than the bigger dogs. Their front legs, however are capable of the sideways motion of big cats and bears and they possess semi-retractable claws. Werewolves are extremely dense and because of this, incapable of swimming. They simply possess too much muscle Like their smaller cousins, werewolves are heavily dependent on body language and packs. Their senses, even in human form, are increased and they have fantastic senses of smell and hearing.
Werewolves share their body with their wolf being an almost separate entity within them. This wolf-side exists solely as an urge in their head and while some werewolves will talk to this other half of themselves and it is capable of rising to the forefront, it is not a separate being and cannot operate on its own. While the wolf-side might have a separate personality from the human-side it does not take control of the human side of things unless the situation is drastic and it is acting to protect the werewolf as a whole.
Life as a werewolf has a few other caveats. Silver causes far more pain and damage to a werewolf than normal weapons. It's generally considered the preferred way to try and kill one. Silver will leave scars if it does not kill the wolf, and leaving silver in a wound will kill any wolf slowly as it poisons them. Wolves can however, handle silver, such as silverware although many are loathe to do so.
Werewolves are effectively ageless, and could in theory live forever. Without magic or other special circumstances involved, they don't get ill, and they do not grow older. They remain looking the same age as the day they were changed, and do for the rest of their lives. The change itself will remove any diseases, no matter how fatal or permanent they were before, and will undo any of the ill effects of age on the werewolf. (For example, a werewolf might still appear fifty if that's the age he was changed. However, they would be as fast and strong as they were when they were younger. It's simply that the appearance does not revert. Though it often also does, returning them to about their late-20s if they were that old on changing.) That most people do not survive the change if attempted however, makes this an option of last resort for some.
Drugs, and alcohol, do effect werewolves but to a much lesser extent. They both have a built in tolerance and a high metabolism. It is still possible for a werewolf to get drunk or high, but the effects are much harder to achieve and shorter lived than they would be on a human, to the point that many don't bother and trying to drug a werewolf to stay down for any real length of time is nearly impossible.
Despite all of the above though, werewolves are not known for having extremely long lives. Even without silver, enough damage will still bring one down. Some of those who change never gain control of their wolves and are put down for the safety of all. Others die in military conflict or in dangerous jobs, just like their human counter parts. In the past, a number were killed in dominance fights but that's become far more rare. What however in the end brings most werewolves down who survive their first few years, is either being put down or suicide. Watching the world change around them, and everyone they love who is not immortal age and die is not easy on them. Older wolves in some ways are more fragile than their younger counterparts. The number of wolves who manage to both survive, and retain their sanity past the first few centuries are fewer, but not unheard of.
Notes on Werewolves: All wolves must join a pack. They may be lone for a short time, but we are not allowing perpetually lone wolves on CW. The Mercyverse style of werewolves demands that they be part of a pack for their own mental well being.
Frequently asked questions
My character was born a werewolf!
Nope. Werewolves are made, not born. Female werewolves can't have children, so there's no way for two werewolves to have a baby in the first place.
Why the limit on female werewolves?
In the books female werewolves are really rare. We meet, maybe, 5 total. It's harder for them to survive the mauling that it takes for them to become werewolves, so they're simply rarer. We've upped the amount of them in the world to 1:2 as opposed to the ~1:10 it is in the books.
Can female werewolves get pregnant?
They can get pregnant, they cannot have children. Due to the violent nature of shifting, they cannot carry to term and the fetus is naturally aborted before/during or immediately after the first full moon after conceiving. It's a harsh truth many female wolves have been forced to accept.
My werewolf has scars from when he was changed!
Nope. Scars from before they were wolves remain, but any wounds obtained from the mauling itself or from recently before the attack are healed entirely because of the healing properties of wolves.
My human got werewolf blood spilled into a cut. They're a werewolf now, right?
Nope. It's mauled or nothing. No car wrecks with a luckily aimed drop of blood, no science experiments. It takes near-death for the wolf to take hold. Most people die from the mauling so it's a dangerous thing to take part in.
Can werewolves shift just parts of their body?
Nope. Shifting takes time and is extremely painful. We're talking anywhere from 10 minutes to three hours depending on the age/control of a wolf. And for a portion of that time you are a giant exposed nerve. Shifting sucks and it sucks hard and it shifts their entire body or nothing at all.
Can I play a lone wolf?
For a short period of time, yes. But all wolves must join a pack. Otherwise they start to lose their control and get bitey which results in their getting put down by the local packs. So, you may join and not immediately declare for a pack, but we start to poke for lone wolves to join packs monthly or so.
So... Sedatives and werewolves?
Nope. Aside from a really specific combination that isn't publicly known sedatives don't work on wolves. Their metabolism is just too fast and while something might slow them for a short period of time, it isn't going to be enough to save anyone's ass and the werewolf will, likely, just get pissy about the fact that you're trying to sedate it. Alphas and Omegas are the only things capable of chilling a werewolf out.
What about communicating as wolves?
Wolves are highly dependent on body language. Fortunately werewolves are creatures of magic. this enables them to possess extremely limited mental communications with their pack. Chances are, they won't be able to get much more beyond an immediate location or strong emotion across the bond, but some packmates are closer than others and some keep their bonds wrapped around them. Alphas may communicate with their pack in a clearer fashion but the average wolf's level of communication depends on the depth of the pack bond. TL;DR: They might get a vague sentence or two across to their pack, but chances are they aren't going to uphold a lengthy discussion and distance makes it next to impossible. Mates, however, are different. While mating bonds are of varying strengths or each pair, most wolves can communicate through the bond, especially if they are close together in a physical sense. Mates and packs both know when something is happening to the others in the bond, especially if it is dangerous or an extreme emotion.
My werewolf lived as a wolf! Nope. With werewolves the boundaries between human and wolf are extremely important. If a werewolf stays as a wolf for too long, they will eventually snap and go murdermachine regardless of pack. Giving into the wolf and letting them dominate the body or mind is extremely dangerous and result in madness and if allowed to continue the wolf will usually run themselves to death or be killed to protect everyone else.
My mate cheated on me! Technically this isn't possible. The mating bond isn't a marriage ceremony in that there's nothing holding it together but the will of two people. It's a magic connection that isn't taken lightly and must be agreed to by the wolves in werewolf-involved ones. And they aren't going to cheat on their mates.
How long does it take to shift? A "fast" time is considered 8 minutes or so. The average is closer to 20 minutes to half an hour. The first shift can take anywhere from an hour to two hours. It's a long, painful, miserable process.
Can my werewolf's wolfside be the opposite gender as them? Nope. Given that they share a body and turn into a wolf, the genders are going to line up. Same with primary personality traits. Its the same reason you won't wind up with a submissive person harboring a dominant wolf.
Can I play a teenage werewolf?
Aside from the rule that our characters must be over 18, the Marrok has decreed that no wolf change anyone under 18. So, unless a rogue got to your character, it isn't going to exactly happen. It's possible, but not a willing thing. Please also keep in mind that we aren't Teen Wolf based and things work differently in the Mercy Thompson universe.
The person that plays my wolf's mate isn't around... What are my options?
People leave sites. It's part of RPing and because of that we've twisted the lore in order to accommodate that because, let's face it: It happens. Your options if this happens are either to retcon the entire mating process or break the bond and say they left. Admin will happily work with you to come up with what happened to the vanished mate. Most frequently we've been saying they're going to The Marrok's pack because they feel their control slipping in the case of wolves or simply moving away in the case of everything else. We try not to kill off player characters unless we absolutely have to.
Can werewolves/walkers shift specific parts of their bodies?
Nope. It's all or nothing! For walkers, while the shift is instantaneous and their clothing doesn't change with them For wolves, it's 8-30 minutes of excruciating pain (while naked) and then more of the same to get back to human. Clothes and shifting don't play together well.
Why can't werewolves swim?
They're too dense. Too much muscle. Being a werewolf changes this about your human form as well (which is also why you will not meet any out of shape werewolves.) They are simply too heavy to keep afloat.
Do I need to thread with an alpha to join a pack?
Nope! We actually prefer avoiding this, really. It becomes very repetitive and dull very fast. We say that all the joining bits happens off camera and that seconds, thirds and omegas can welcome to packs just as readily as alphas can.
Will my character immediately know they're a wolf if they get mauled?
Nope! If it was an unwilling mauling, they'd likely have no idea unless they already have an intimate knowledge of werewolves. (How wolves are turned isn't exactly public knowledge.) Chances are they'll have no idea what happened and will just think they got a lucky break and blacked out and maybe weren't hurt as bad as they'd thought. If it was a willing mauling then, clearly, they'd know once they came to.
There are two ways one can become a werewolf: Willing or unwilling. That's, really, the only difference as everything else remains the same regardless of how one is turned.
Before we get into the details of willing or unwilling, we're going to explain exactly what happens when one is mauled. When mauled enough to become a wolf, your options are either die or become a wolf. While no one is exactly sure what differentiates between those that die and those that survive, one of the primary factors is simply a strong will to survive. While everyone wants to live, having the active need to keep going frequently helps. This tends to be why those with families will actively survive the change better than those with no connections.
An individual is mauled (nearly) to death and then, if they are lucky, the wolf takes hold. This is a (relatively speaking) quick process and usually the individual is fully healed in about 3 hours. Once they are healed, the next step is a simple one: Sleep. They will pass out to allow their body to continue to heal. This first "nap" frequently lasts for several hours if not a full day. When they wake up, they'll be extremely hungry and will inhale any food placed before them. Then promptly go back to sleep. This process will repeat for the next few days with increasing periods of wakefulness. During this period as well, the new werewolf will be adjusting to their new strength. It isn't uncommon for doors to be ripped off hinges or things broken when attempting to move them. They also have an extremely high libido during this time but with the adjusting to their new strength, sex with them can be a dangerous thing for a human.
After they've gone through their alternating food/sleep period, they'll be fully alert and adjusting to their senses and strength. The time frame here varies between individuals. For some, they adapt fairly quickly. Others take weeks or months. How these periods are handled varies between willing and unwilling wolves. Unwilling wolves will find themselves approached by local packs to have things explained to them and have themselves press-ganged into the pack for their own safety (see On Packs.) Willing wolves will find themselves introduced to life in the pack (as will unwilling wolves, eventually) and will participate in their first pack run come that first full moon. Most willing wolves will find themselves living at the packhouse for the first few months of their life as wolves in close quarters with their alpha or the pack's second or third (and usually a submissive or omega nearby) to help them adjust and keep an eye on them.
During this period of time, the pack will explain things to the new wolf. This varies from pack protocol to the fact that they are nigh immortal and what should or should not be kept secret. It's a lot of information to take in and most packs have no problem repeating it multiple times to make sure it's gotten through. Everything from how to recognize what is instinctual to whether or not they expect a tithe to help out with the pack. These details rarely vary from pack to pack in the grand scheme of things (the details of being a wolf, for example, are universal.) These things will occur regardless of if an individual is turned willingly or unwillingly.
Willing werewolves are becoming the more common way to be turned now that werewolves are out to the public.
Willing werewolves are humans that approached a pack and specifically went "Hey, I want to be a werewolf." They would then be subjected to several things. Most notably, meeting the alpha and spending time around several of the wolves. They assess the individual's mentality and do their best to make sure the person is mentally stable (given our rules against mental disorders, all characters on site should be.) This will also include individuals grieving or strongly affected by an outside force. In situations like this, they will frequently make an individual wait a year to recover and try again. Then there's the paperwork.
It's mostly signing waivers saying that if you die, the pack cannot be held accountable and a bunch of legalities to make sure nothing comes back to bite them in the ass. Then there's the essays. Once you're a wolf there's no undoing it. So it isn't uncommon for packs to make willing wolves jump through hoops to give them plenty of time to pack out. The entire process takes months in order to give adequate time to come to terms with the fact that they might die and that this will change their life forever. They write essays on why they want to be a werewolf, on how they feel it will change their life, etc. They also make the individuals take care of funeral preparations just in case.
A willing wolf's actual turning is not quite a celebration but close to it. If they're okay with it, most of the pack will turn out and the wolf that's volunteered to turn them will shift and wait. The alpha and omega are both frequently present and all wolves are fed until they're ready to burst, especially the one that's volunteered to maul the individual. The volunteer is always an older wolf, one with no questions of stability with good control and frequently one that has turned people before.
The individual is mauled and then everyone waits. If they survive, the alpha will bring them into the pack. If they don't, well, funerals happen. Then they stay with the pack for a while and the above steps occur. When the pack feels they are adjusted enough, they're given clearance to return to their home.
Unwilling wolves are exactly that: Unwilling. They did not make the choice to be turned and did not have any of the preparation a willing wolf would have. They are almost always the result of a rogue attack. More frequently than not, the rogue that attacks individuals is already being hunted by the local pack. (This is to help get new wolves into a pack as being in a pack for their first year is required.) There is no warning, no preparation. The individual is frequently stalked and then attacked with the sole intention to kill. It is rare that a rogue will be actively trying to turn someone. They have, most likely, been without a pack and have lost control. Wolves in a pack are forbidden by the Marrok to turn unwilling individuals.
Rogues will rarely stick around, frequently mauling then leaving in their madness. As soon as an individual survives the mauling they smell like a werewolf and any werewolf in the area will be able to smell it on them. This generally results in them being found by the local pack fairly quickly. If they are found by a pack, the steps mentioned above are began. If they are not, the new werewolf will find themselves lacking control. they will be angry and this coupled with their newfound strength and hunger rarely has good results. If not picked up by a pack, they will very quickly go rogue and be forced to be killed. This is why we require wolves to be in a pack during their first year. This first year is essential to gaining control and a pack is essential to getting said control. Maulings via rogues do not occur within the tri-cities due to the vigilance of the packs.
Some useful info
Pack. It's a simple word, that encompasses a complex social structure among werewolves that is dictated half by magic and half by instinct.
Werewolves want a pack, even if their human side does not, the wolf in them will demand the safety and comfort of others like it. Too long without one, and the results tend to be disastrous as the wolf side will eventually drive both of them mad. Some wolves get violent, others try to make a pack for themselves out of unwilling victims, others commit suicide. How long any given werewolf will go without a pack and stay sane varies greatly by individual and their control of their wolf.
Any given pack of werewolves is usually between 20-30 members, although they have been known to be as few as 4 and as many as 40. Packs are highly structured, with each wolf within it ranking above or below other members. More dominant wolves rank above those who are less so. The most dominant wolf in a pack is the Alpha.
Alphas are benevolent dictators, their word can both be given as a magically-enforced order although usually their request alone is enough. They choose which wolves they trust most out of the dominant wolves to be their second, and third in rank. The second and third will run the pack when the alpha is away, or injured, and assist him otherwise. Choosing wisely for these ranks is important, as while an Alpha must be challenged for another to take his rank, less straightforward and more eager wolves may try to challenge him when he is injured or the tables would be in their favor instead of even.
Submissive wolves are naturally submissive individuals. They're generally at the bottom of the pack hierarchy and are loved by the rest of the pack. They aren't henpecked like some believe their natural counterparts to be, but are instead considered the heart of the pack. They're what holds the pack together and aren't seen as a threat so they're generally always welcome in nearly any situation, especially when dominant wolves are involved. Having a submissive wolf around helps keep dominant wolves' tempers down. They are an important necessity to packs.
The Marrok has since said now that wolves are public that alpha challenges cannot be to the death, unless he specifically permits it. This has meant that some wolves who wouldn't challenge might try now, and meant that others who knew they would have to kill the old alpha because they weren't dominant enough to control him have thought the wiser of it.
Outside of the heirarchy is the Omega. Omegas are somewhat like a submissive wolf, but only somewhat. They do not fight the beast inside of them, instead the human and the wolf co-exist in peace. Omegas are capable of fighting, but rarely choose to do so unless they are given no other option. Their greater strength, lies in what their presence brings to the wolves around them. An omega can, if calm themselves, bring calm to an entire pack. Even the most unstable and violent of wolves often find peace in the company of an omega. Omegas are also the only wolves not bound to obey any order, although it may be wise for them to obey they are not magically forced to. They are the most rare of wolves, and while a wolf may aspire to be alpha and manage to achieve it, whether a wolf is an omega or not is apparent before or shortly after they are changed. Because they are so rare, and so valuable to those around them, Omegas are effectively given free pass between territories, although many packs do not like to let them go alone anyways. The only wolves who would dare to intentionally and freely attack an omega are either extremely desperate, or have lost any shred of sanity beyond fixing and would likely be put down if others found out they had done so.
All pack members are connected, they all can feel the emotions of the others although some are more in tune, and some are more adept at hiding this than others. A wolf in need can borrow strength from his pack and still be standing after a lone wolf would not. The packbonds also allow those who have better control to help those who are still learning. Such a close connection though, also means that though if something happens to one of the members, the others know it and feel another's death keenly. Whether the human side of a werewolf chooses to be close to these people, varies from individual to individual but the wolf will always want to be so.
Despite all of these ties, it's known that wolves move between packs, some more frequently than others. Such leavings can be on good terms, depending on the situation and the individuals involved.
Additionally, while for as long as anyone knows it's always been wolves in a pack, in modern times it's been found out that walkers can also be brought into the pack bond. They do not have the wolf's compulsion to obey, they are still themselves. However, they would generally be wise to listen to the alpha and those above them in the pack, as unlike an omega they also have no special way to calm down another wolf who is angry they did not.
Some things to note
Every wolf knows their place in the pack. Whether it is at the top, the bottom, or somewhere in between. They know. Their dominance or submissiveness isn't something that can be turned on or off. It is part of who they are and cannot be changed. Some might take to their ranking like a duck to water, others might hate it and grumble, but there's no changing it. Thus is life. Dominance or submission is dependent on the individual's personality. A submissive person will be a submissive werewolf, a dominant person will be a dominant werewolf. Someone that is neither, will be neither.
Submissive wolves are the heart of the pack. They do not hold the instinctual need to claw their way to the top so they are 'safe' in the eyes of the pack. They aren't a threat and, thus, are protected by the remainder of the pack. You won't find a wolf getting into a fight with an exceptionally submissive wolf. Instinct makes it next to impossible because it wants to protect the submissive individual, not hurt them. Instinct of a dominant wolf drives them to protect their pack, and submissives and omegas are the very definition of those they are protecting. Submissives are no less wolf and no weaker than any other member of the pack. They simply are not a threat to the wolves within the pack's rank and help keep things calm when tensions are high. They are treasured, adored and loved.
Dominant wolves come with a threat. If an alpha cannot keep his wolves in line, they stand a chance to challenge him and that's a problem. Namely because if an alpha cannot keep his wolves in line it also means he cannot keep the packbond in order. Dominant wolves are aggressive, but not in the fashion that they will just spontaneously attack everything around them. Any wolf with an inch of control is going to be able to decide whom and what to attack unless pushed to the edge. Now, this doesn't mean that alphas and their dominant wolves are constantly at odds. Quite the opposite, it means they understand one another better and all have the same drive: Protect the pack. They might squabble here and there over rank or disagree, but all in all the primary goal of a pack is to keep things held together.
Fights among wolves that are not for rank are few and far between. Even then, the Marrok has deemed that there be no fights to the death unless allowed by him. (Spoiler: He doesn't allow them except in extreme cases.) Given that combat brings the wolves to the edge and can get very bloody very quickly the human side of things tend to try to avoid it as often as possible. Most 'fights' are ended quickly and once it's done, the matter is done no matter how much headbutting occurs.
Obviously not every person is super dominant or super submissive. It's the same with wolves. There are plenty of 'middling' wolves that are dominant towards those below them and submissive to those above. Just like your average group of people (except maybe with everything amped up,) there are a variety of individuals in every pack. Not everyone is going to lead and not everyone is going to submit. There's always going to be those that fill that middle space.
Much like the pack bond is magical in nature, so too is the mating bond that wolves share with another. However, a mating bond is much more personal and intimate, and in the case of two werewolves is stronger than the bond between either of the wolves and the pack.
In general, werewolves take human mates. Next most common is another werewolf, followed by rarely walkers. While it's not unheard of it is exceptionally rare for a wolf to choose a fae as a mate.
Werewolves don't fight for mates in the way that their four legged cousins do, as the human side is well aware of the process as well. The fights that may ensue over a mate are a more violent version of the ones that two humans might have over a person - which is to say it happens but not in every instance.
The foremost requirement for a mating bond is trust. The wolf and his/her potential mate MUST absolutely trust each other, with everything that they are and even their lives. Due to how a mating bond is put into place, attraction to each other is generally present, however it is not absolutely required as long as the two trust each other and the rituals are followed.
What a mating bond means for any two individuals varies. However, all mated pairs have the ability to understand the other one, and have an uncanny (magical) degree of insight into the other persons thoughts and feelings. This both avoid fights, and strengthens the relationship between the two. It is one of the reasons beyond wolf instincts that mated couples rarely break up. It takes something drastic to get a wolf to leave his or her mate. In most cases, it's the death of one of the pair, although other circumstances where they are left with no choice can force a wolf to break the bond.
Like pack bonds, mating bonds make a wolf more resistant to other forms of enthrallment.
In some cases, unique gifts also accompany the magic of the pack bond.
In the case of two wolves or a wolf and a walker, each may share in this. This might amount to something such as a degree of knowledge of the other one regardless of distance, or a blind mate being able to see through the other half's eyes if they are holding hands or touching.
In the case of a wolf and a human, only the human will experience such a gift if it happens. There is no magic for the human to give back to the wolf.
In the case of a wolf and fae, it is so rare for these two species to be mated, and so dependent on the type of fae that there is not a known general way it works for those two.
If your character takes a mate, you automatically get everything except the mating bond gift. If you wish to say that the mated pair shares another ability, this MUST be approved by the admins beforehand. Such gifts are not gamechangers, even if they are useful. Fae/Wolf pairs should expect to need to speak with the admins, not simply ask for approval of an idea.
The steps for a mating bond are simple. The two individuals mark one another. For wolves, this is the only scar that will remain from their post-wolf life. Then they have a ceremony (usually marriage, but anything that means something to the two of them can be substituted) and finally consummating the bond.
The Mating Bond
With different species...
While the mating bond varies from individual to individual, depending on the species a wolf finds themselves mated to, the bond can be stronger or weaker. Some magic works well with pack magic, some does not.
Wolf/wolf is the strongest bond. While it varies for everyone, most pairs find themselves capable of limited communication, sharing dreams, knowing how the other individual is physically and mentally and frequently having a rough idea of where they are.
Wolf/walker is the second strongest. Their connection is almost exactly the same as wolf/wolf except weaker in some aspects. They won't be able to tell where their mate is, but they will still know how they are doing, for example.
Wolf/human is the most common bond and is heavily lopsided. The wolf half of the mate will have far more connection to their human than the human to their wolf. Both sides will have a rough idea of how the other person is physically or mentally but they might not have the intimate connection of wolf/wolf. They might catch glimpses of one another's dreams or feelings but this will certainly be affected by distance.
Wolf/witch is nearing the uncommon end of the scale. Their bonds are similar to humans though their wolves frequently claim they can feel when their witch does magic. The wolves cannot call upon the magic, nor can the witch call upon the pack bond.
Wolf/fae is fairly uncommon. While their bonds are stronger than would be expected, they're also fairly unpredictable. Some have the same connection as though with a human, others have barely any. It seems to depend on the fae.
Wolf/vampire is highly uncommon and extremely unpredictable. Vampires' innate magic conflicts heavily with pack magic. While they can be taken as mates, many report that the bond is hard to feel out and offers little to no reassurance as to what their mate is feeling, how they are or where they are as it would with a wolf. The bond is there, but weak. Glimpses of the above information might be obtained from time to time, but this is unpredictable and often unexpected. Kind of like TV static.
It can be done with a combination of a silver plated needle and a very small and precise amount of powdered silver mixed into the ink. This way, the ink gets to the layer of the skin that it needs to, and is able to stain it before the wolf's healing kicks in. The wolf in turn will bleed out the silver, much as a human would while healing and their tattoo weeps the excess ink.
To avoid dangerous situations for human, walker, or fae artists the presence of an Omega wolf is needed to keep the werewolf getting tattooed calm.
- if an Omega cannot be present, a vampire may be called upon to enthrall them enough to keep them calm, or a fae with a similar talent as a vampire or Omega.
Since the presence of one of these is a requirement to be tattooed, all werewolves are equally required to to have at least two if not three consultations prior to being tattooed.
For medium to larger tattoos, sessions will be spread out more than they would with a human client to avoid poisoning the werewolf in question and permanent scarring.
Tattoos for wolves also cost more, due to the silver that will be mixed in with the ink as well as the needles needed for the work to be done.
As an alternative; werewolves may choose to go with a fae created ink that allows for them to get tattooed faster, and with less pain.
The ingredients of the ink are a mystery, known only to the fae that created it specifically for the artists that met with them: Theo Calhoun-Fox, Rileigh Guthrie, Guinevere Daniels, and Styxx Hart. The ink is part of a deal, the fae and ingredients used remains anonymous and gains a 15% split on the earnings from tattoos used with it.
The ink includes a pain numbing agent that the wolf will not burn off as fast, and it keeps them calm. However, this ink is exceedingly rare, and as a result costs three times more than even the silver laced ink mentioned above.
The formula itself was planned out, as well as the deal struck with the fae during the second to last week of January 2015 and the trials for testing it on werewolves began on February 1st.
The most recent updates are listed here. Further updates with more detail can be found in our News And Updates forum.
2.27.18 Activity check begins!
1.16.18 Love is in the Air begins!
1.6.18 Activity check over!
1.4.18 Award system changed!
12.17 Post Push and Chaos end! Haunted Hotel will continue until the end of the year!
11.17 Post Push and Chaos begin!
In The Works! In Character: Spring Event: Love is in the Air!
Summer Event: Masquerade
Fall Event: Being Written
Winter Event: ??? Out of Character:
Spring Event: Anniversary Shenanigans
Summer Event: ???
Fall Event: Post Push
Winter Event: Prob. Nothing. Upcoming Activity Checks: January