From the Unabridged Encyclopedia of Magical Diseases, 3rd Edition

Lycanthropy

General Description: Lycanthropy (more accurately known as Therianthropy) is a wide ranging disease which causes periotic dramatic changes in the physical make-up of those affected. In addition, Lycanthropy can also result in permanent alteration of the psychological profile of those afflicted as well. Lycanthropy should be distinguished from other types of shape changing which are brought about through magical means. Lycanthropy is the only form of shape changing which involves an actual disease.

Common Symptoms: Those afflicted with Lycanthropy undergo regular transformations in to one or more of a wide range of possible secondary forms. These forms usually mimic those of certain types of predatory animals. The transformations usually occur as a result of some Trigger Event outside the afflicted's control, but can occur due to the willful desire of those infected. The exact number and rate of transformations is variable, but seldom occur more than once a day. Once the change is triggered, the
infected change into their lycanthropic form and stay that way for a period of up to eight hours. At the end of that time, they revert back to their normal humanoid form.

Secondary physical symptoms can include a number of subtle changes to the infected's physical form, such as a greater amount of hair growth on their body, lengthened middle fingers and toes, pronounced canine teeth, and general robustness. However, these symptoms usually only manifest in final
stage lycanthropy.

Primary psychological changes can include: A heightened desire for a particular type of food,usually meat; aberrant social behavior ranging from harmless eccentricity to homicidal mania; increased sexual desire; general rebelliousness and a distrust of authority; animal-like mannerisms such as growling, and; even extreme psychosis. These psychological symptoms most commonly appear in end stage lycanthropy, but can appear at any stage.

The Course of the Disease: The disease is commonly believed to involve three stages of infection, each more complete than the previous one.

Stage One: Once someone becomes infected, they enter the first stage of the disease. This stage lasts until the first transformation. During this stage, there are few if any symptoms. In some cases it has been observed that those infected suffer from some mild flu-like symptoms, but this may just be
coincidence. Infected individuals may begin to exhibit some psychological symptoms, but this varies from case to case.

Stage Two: First transformation usually occurs within a month of the initial infection, but can occur as soon as the first few hours. At this point, all transformations occur as the result of some Trigger Event. The trigger for a particular individual can vary widely, but usually involved some phase of the moon. Whatever the Trigger Event, those infected cannot control their changes. It occurs whether they wish it to or not. The change takes anywhere from 10 seconds to two minutes. The subject will usually remain in his lycanthropic form for a period between four and eight hours, but shorter time periods are possible. The psychological make-up of the lycanthropic form of the infected can vary a great deal from that of the person's normal personality. Just how much depends on the individual and the type of
lycanthropy he is inflicted with. At a minimum, subjects in their second form exhibit a high degree of animal like behavior and are difficult to reason with in any fashion. More extreme changes can result in a
lycanthropic personality which is thoroughly monstrous and homicidal. The afflicted will revert to his original personality as he returns to his true form.

During the course of Stage Two, the infected's body adapts to the disease within itself. Transformations become less painful and the subject slowly gains the conscious ability to initiate transformations. However, they are still at the mercy of any transformation brought about by their Trigger
Event. As consequence of the body's acceptance of the disease, the subject begins to show more and more permanent physical and psychological changes. These changes can often be quire subtle and can be missed by the subject's close family members and friends. However, to an acute observer, the changes
soon become readily apparent. Put simply, the psychological profiles of the subject in his normal and lycanthropic forms come closer and closer together, eventually merging.

Stage Three: At this stage the subject has gained the ability to change form at will, although he is still susceptible to his unique Trigger Event. All of the physical and psychological changes which will take place have done so by this time. At this point Lycanthropy can no longer be thought of as a disease, but more as a symbiotic partner of the subject.

Disease Transmission: Lycanthropy is usually transmitted through the bite of an infected individual. However, it can also be passed along through exposure to infected blood, sexual contact, and some types of magics. There are even rare cases where the disease becomes pneumonic and can be
contracted merely by close proximity to someone infected. However, in all forms save its pneumonic, Lycanthropy is not very contagious. The chance of infection from a single bite is no greater than 5% and likely less. Some races are also more susceptible to the disease. Humans and elves are the most in danger of infection, Fey races less so, and a dwarf with lycanthropy is almost unheard of.

The Course and Cause of the Transformations: The believed agent of the disease is an unique type of bacteria which possesses the ability to store and use magical energy. It is the store of magical energy which makes transformation possible. No ordinary disease could produce such rapid and dramatic effects.

When first introduced to the subject, the bacteria propagates throughout the entire body, but most notably in the muscles and bone structures. Each begins to restructure the individual cells of the infected's body, preparing it for its first transformation. Only once this process is complete can the
subject transform for the first time. The process takes from a few hours to a few days, depending on the individual. The bacteria will still remain active in the body for as long as the subject is a lycanthrope, as it
is still required for the transformations to take place.

The actual transformation is instigated by the body's production of certain key hormones. While the hormone required is the same from subject to subject, it is produced through subconscious reactions to
certain important stimuli within the individual. The required stimuli varies from case to case, which is why different Lycanthropies have different Trigger Events.

Once the transformation begins, the bacteria utilize an encoded biologic blueprint within themselves to guide the changes along. This encoding tends to remain the same over time, which is why new lycanthropies will usually changed into the same type of form as that of the individual who originally
infected them. The amount of change, while seemingly total, is actually minor. While bone structures may shrink or enlarge, their general configuration remains the same. The same is true for the muscles and
internal organs. It is possible that, in a more natural, non-magical form, the bacteria would bring about the same sorts of changes over the natural course of time. It is its reserve of magic energy which speeds up
the transformations to occur in a matter of minutes and not months.

A common phenomenon associated with Lycanthropic transformations is the sudden increase in mass of the individual when he changes from his humanoid form to his animal form. Where does this extra mass come from? During the process of transformation, the bacteria produce a substance which is
generally known as Sheen. This substance is created from the body's natural fat content (and even possibly from the infected's stomach contents! This explains both why infected individuals are usually ravenous after changing and have low body fat.) and is used by the bacteria as a form of pseudo-muscle tissue. The resulting Sheen has a mass many times that of the material which created it. This tissue is added to the individual's natural muscle mass, giving the secondary form greatly enhanced strength and
endurance. However, Sheen starts to break down after eight hours of use. This is why it becomes increasingly difficult for a lycanthrope to maintain his secondary form past this time limit. When the subject reverts back to his primary form, the Sheen is extruded from his body in the form of an oily gel. After reverting to his original form, a lycanthrope is covered in this substance (hence the name). Sheen does try quickly in direct contact with the air, becoming a fine powder after only a few minutes of exposure.

Transformations, especially in early second stage Lycanthropy, are quite painful. However, as the body adapts to the regular changes, the transformations become less and less so, eventually even becoming
pleasurable.

Varieties of the Disease: There are a number of different varieties of lycanthropy, each exhibiting unique symptoms and effects.

The most obvious difference is that different types produce different secondary forms. The most common types of secondary forms include: Wolf, Tiger, Panther, Bear, Snake, Hawk, Seal, or Fox. However, there are many, much rarer forms as well. There are cases where an individual can change into multiple forms, or even a different form each transformation.

Beyond that simple distinction, the types of Lycanthropy can be split into two groups: Benign and malignant. Benign lycanthropy results in a secondary form (and ultimately the entire individual) whose psychological outlook is still healthy and relatively normal, despite possible non-destructive
changes to their personality. Malignant lycanthropy results in a individual with is thoroughly evil and hateful no matter their form. The reason for this wide different between types is not fully understood, but it may be because of the source of the magic fueling the changes. For example, if the power is channelled through a evil deity, that could result in malignant lycanthropy.

Curing the Disease: Caught early, Lycanthropy is surprisingly easy to cure. First Stage lycanthropy can be cure through the administration of proper herbal treatments or a simple Cure Magical Diseases spell. As the disease progresses a cure becomes more and more problematical. Final Stage
Lycanthropy is all but impossible to cure. At the very least, the cure will be long and time consuming, requiring the expertise of many individuals. The cure can also be made much more difficult if the infected individual does not wish to be healed.

Detecting the Presence of Lycanthropies: The physical and psychological similarities between most lycanthropies have already been mentioned. However, some lycanthropies will not display even one of these symptoms (or the symptoms will be masked and nearly impossible to detect). Worse, entirely normal individuals may display lycanthropic type symptoms as well, making the detection of real lycanthropies tricky at best. Because of the ability of the bacteria to store magical energy, lycanthropies
can sometimes be detected with a simple Detect Magic spell, but this method is highly unreliable. There are other, much rarer spells which do a better job at detection. Without the aid of magic, however, the best method for detecting who may be a lycanthrope is acute observation.

The Consequences and Long Term Effects of Therianthropy

Therianthropy (less accurately, but more commonly known as Lycanthropy) is the ability of a humanoid to change into one or more animal forms. The infectious form of Therianthropy is usually acquired from contact with an individual already infected. These forms tend to be stronger, more agile, and generally more powerful that aperson's normal form -- not to mention simply more enjoyable to be in. Likewise, the physical and psychological make-up of the person infected usually improves over what they
were before. They become more healthy, live longer, and even become more handsome. They also tend to develop a more easy going, expressive manner which allows them to better deal with the world. Given all these factors, one is surprised that there are not a great many more theriomorphs than it would seem.

In truth, there are a number of powerful reasons as to why theriomorphs are not merely disliked, but even hated throughout much of the civilized world. As personally rewarding as therianthropy may be to an individual, becoming infected will at the very least fundamentally change someone's life, and it can quite easily result in their death. This is due in large part to the general opinion of theriomorphs, which are usually quite bad.

The first and most basic reason for this is that therianthropy -- and most especially the act of transformation itself -- is considered unnatural and unsettling to most people. The body of a theriomorph is twisted and changed into one of many possible shapes at regular intervals, something which not an usual part of a humanoid's life-cycle. It is often a frightening thing to watch when a loved one or friend becomes an animal before your eyes. It is this fear which causes many to strike out at theriomorphs, be it physically
or just a cold shoulder. It is not uncommon for a newly infected theriomorph to find himself suddenly ostracized from the village or town which had nurtured him since he was born. The shock of suddenly being an outcast has even lead to suicide in some cases. Another important basis of this fear is that theriomorphs usually change into some type of predator, such as a wolf or even spider, animals which are already widely feared and hated.

Then there are the malignant theriomorphs. There are two forms of the disease: Benign (the most common), and Malignant. While the benign form may bring about strong psychological effects within someone infected, they are neither evil or self-threatening. Not so with Malignant Therianthropy, which, once it has run its course, will produce a personality within the individual which is thoroughly black and diabolical. Such individuals must be hunted down and killed for the safety of all, but most hunters, when
they find a theriomorph, are not going to spend the time to figure out if the individual is benign or evil. They'll just kill and ask questions later. All too many benign and harmless theriomorphs have been killed by accident this way.

But there are other reasons why normal people distrust theriomorphs, even the benign ones. The common perception of theriomorphs is that they are dirty-minded, immoral hedonists. There is some basis for this, as most Infectious theriomorphs do loose many of their old inhibitions and are more apt to let their passions govern them. In more conservative cultures, such a lack of restraint is frowned upon and can even result in the loss of rank and honor. Another, more practical factor is that infectious therianthropy can be transmitted sexually, so a promiscuous were-creature could very quickly infect a large number of other people. In is not unknown for some cultures to order a guard to accompany a theriomorph at all times just
to make sure they have no dealings except with those of their own kind.

"Own kind" is an important distinction. By most definitions, theriomorphs are considered to be their own species. After all, they change both physically and psychologically from what they wee before.
Furthermore, during the course of the disease most theriomorphs come to believe that they are no longer a member of the race into which they were born. Xenophobia, which many cultures and theriomorphs possess to some degree, serves to only widen the gulf between a were-creature and his native culture.

However, because of the exhilaration all theriomorphs feel toward their condition, they are apt to be eager to spread their disease to loved one and friends -- or even just strangers they take a liking to. They
simply wish others to experience the joy they do (a very human response one must point out). Trouble comes, as it must, when such well-meaning theriomorphs attempt to infect those which do not desire to be
infected. People, when faced with losing their very humanity, can do some tragic things, even kill their own brethren. And, as infecting someone against their will (and sometimes even when it is not against their will)
is illegal in nearly all places, this can call in the local authorities. There is one famous case of a hundred years ago where a group of benign werewolves attempted to infect their entire school. The resulting
government purge left all of the theriomorphs and many or the un-infected students dead.

The Psychology of Becoming Infected

Given all of the above, why then would any sane individual wish to actually become infected? There are a multitude of possible reasons (many given one the first page), but researchers have come up with three primary reasons:

1. The Desire to Improve Oneself: Many of us suffer from low self-esteem and, to a sufferer, the sight of a confident, physically fit theriomorph can make the condition look quite appealling. Such people believe that being infected would be a quick cure to their personal shortcomings. Of course, they don't realize the profound physical and psychological effects being a theriomorph produce. Of all three reasons, this is the likely the worse. Too often those infected will be totally unprepared for the changes they'll
undergo and, as a result, become potential dangers to themselves and others. Also, such people are easy prey to malignant were-creatures in search of new underlings.

2. The Desire for Freedom: Many people, usually the young, long for freedom from the constraints of their lives. The idea of roaming free, able to do as you wish, is quite seductive. Such individuals long for the emotion and physical highs they believe therianthropy will give them. Again, people
interested in becoming a theriomorph for these reasons can be easily lead astray by malignant theriomorphs.

3. Because it is the Right Thing: The last and least common primary reason for why people become theriomorphs is that they just believe it to be right for them. The basis of this belief can be psychological, historical, or even mystical, but it is always heart-felt. Such people have thought long and hard over the question before choosing to become a theriomorph. Thus, they are the least susceptible to those with evil intentions.

As you may have noticed, the young tend to be the most likely to willingly become theriomorphs. Older individuals, even those with sympathies toward therianthropy, are usually too settled with their life to so fundamentally change it. One trait which is demonstrated in case after case is the person's eventual acceptance of his new condition after being infected and changing multiple times. Unless he is cured, the new theriomorph will
come to accept his new state as natural. In fact, he may come to think of his old existence before infection as being unnatural. This is especially true for malignant therianthropy. Most people fight the psychological
effects it has, but in the end their new diabolical personality overwhelms them. It may not be surprising to learn that it is a wide-spread belief among theriomorphs that each of them were destined to be infected.
Fate decreed that they would be changed. No force in the world could have prevented it and delaying the inevitable would have only brought anguish and pain to those beings whose spirits were born a theriomorph.

One interesting trait which many theriomorphs display is that they tend to be quite intelligent, even intellectual. Many are scholars, artists, and the like. The reasons for this are many. Such people are
usually better able to get truthful, accurate information on therianthropy and therefore can make an informed decision. They are not limited by the fearful ignorance of most people. They are also more likely
to have access to a source of infection. Some cynics, however, maintain that education over serves to disconnect a person from his moral roots, making them less able to resist the temptations of weredom.
There may be a kernel in that statement. It is a well documented fact among researchers that therianthropy, when witnessed by non-changers, has an almost mystical ability to seduce others into becoming infected themselves. One famous case of this was the Advanced Biology class of 2305 at Tal Soreth University. As a class project, ten students and their teacher decided to make a in depth study of theriomorphs in their area. They sought out various types of benign were-creatures who, after some coaxing, agreed to take part in the study. All went well until a group of young students witnesses the
change of one of the theriomorphs. The impact was so devastating they right then and there convinced the werewolf to donated a large sample of his blood. They then injected themselves with the substance. All five changed into werewolves the very next full moon. Similar experiences occurred to the rest of the class, even to the teacher. Needless to say, it is now common practice to forbid the close study of theriomorphs except under the strictest supervision. It must be noted, however, that the work which arose from the student's efforts, A Biological and Psychological Look at Therianthropy, is considered one of the great
works of the field.

Theriomorph Culture

Because they are such a distrusted (sometimes persecuted) minority, theriomorphs naturally come together to form groups, families, and sometimes extended organizations. These groupings are almost universally called packs, although the designation is somewhat misleading. The idea is thought to have
originated in Ailynon (where therianthropy is fairly well accepted), so it is not surprising that it mimics the functions of a elvish Deniri is many ways. Members usually only choose mates and friends from their pack.
This way an innocent or non-infected friend will not be pulled into the sometimes turbulent world of theriomorph passions and desires. It also helps to avoid unintentioned infections.

As to the actual dynamics of group interaction between theriomorphs, that depends very much on what type of were-creatures are members. Usually, theriomorphs associate with others of like type. Therefore, the group's behavior will often mimic what is commonplace for the groups of animals of the same type. For example, a group of werewolves would form a true pack with a hierarchy of power and position. A group of weretigers, however, would likely be a loose association of friends. Theriomorphs are
still mostly humanoid in manner and temperament and are therefore social beings. It is rare that any group of were-creatures would divorce themselves from the rest of civilization, although this is known to occur.
Due to the fact that infectious therianthropy has the side-effect of making harder for someone to control their own passions and desires (especially when they have just come out of beast form), theriomorphs tend to be very understanding of their fellows. Actions which might have severe, even tragic
effects in normal cultures (such as someone striking or even attacking another in the heat of an argument) are quickly forgotten. In fact, many theriomorphs revel in this fact and allow themselves to freely do
whatever strikes their fancy at the time.

Because of the religious ties between infectious therianthropy and the churches of Cara and Sira, both support theriomorphs of their particular persuasion as best they can. Temples of Cara are safe havens for benign theriomorphs, for example. Many of her disciples are theriomorphs themselves. It is not surprising then that the vast majority of theriomorphs worship either Cara or Sira (depending on whether they are benign or malignant were-creatures). Many theriomorphs revere Cara as the Great Wolf, the ultimate expression of what it means to be a were-creature. Being an active deity, she has sometimes been known to appear before her shape-changing followers to lead them in great Beast Reveries, days long
theriomorph festivals. Similar events are said to occur among Sira's disciples as well. Theriomorphs are, therefore, one of the most religious groups to be found.

Theriomorph Festivals and Ceremonies

While theriomorphs as a race do have their own unique festivals and holidays, most still follow the practices of the culture in which they were raised. This also includes any festivals to any gods besides Cara
and Sira which the theriomorph reveres. Of course, it goes without saying that the vast majority of were-creatures are devoted practitioners of holidays and festivals to either Cara or Sira.

Theriomorphs do have two special events which they hold dear to their hearts: Beast Reveries and Oath Takings.

Beast Reveries are wild get-togethers where theriomorphs let go whatever inhibitions the rest of civilization may have imposed upon them and enjoy the power and freedom that comes with their condition.
True bacchanals, they are usually held far away from settled areas to avoid any possible complications with non-theriomorphs. They are also typically held in secret for the same reasons. Besides being enjoyable,
Beast Reveries also serve an important function as they are the best why to induct the newly infected into theriomorph society. For obvious reasons, non-theriomorphs -- even those sympathetic to the cause -- are rarely invited to such festivals.

Oath Takings occur when a particular pack (or even association of multiple packs) decide to infect a worthy person and induct them into the ranks of that pack. To be allowed to be infected, the prospective
theriomorph must have demonstrated that he is ready for the changes he'll be going through and that he is already a trusted friend of those within the pack. Once accomplished, the person is infected in anyone of
many ways -- perhaps even magically -- depending on what the pack deems appropriate. Because the time between infection and first change can vary widely, the pack will gather together at regular intervals
until the new theriomorph transforms for the first time. Thereafter, he is considered a full member of the pack.

Long Term Effects of Infectious Therianthropy

Like all diseases, therianthropy has multiple stages, not all of which end when an individual gains complete control over his transformations. Researchers and theriomorphs themselves have noticed a number of further effects which often -- but by no means always -- manifest themselves over time in an
person.

1. The Infected Becomes More Beast Like: Many theriomorphs already have personalities which have adopted beast-like traits. One of the most common is a craving for certain types of food. However, even in those which at first do not show any of these symptoms, there is a tendency for a
theriomorph to gain beast-like personality traits over time. Just how far these changes might go is variable, but there does seem to be a point at which they cease to become any worse.

2. The Infected Gain the Ability to Manifest Partial Forms: A new theriomorph can change into only two forms, his natural form and his animal form. However, experienced theriomorphs have sometimes
demonstrated the ability to do partial shifts. They can become half-animals, like a humanoid wolf-man. Or they can become or slightly animal-like, becoming furry and gaining only a subtle hint of animal features.
A animal form is more powerful, but it cannot talk, cast spells, etc. while a normal form is more prone to damage and injury. These half forms allow a theriomorph to pick and choose between which animal and humanoid traits he would like.

3. The Infected's Personality Becomes Less Restrained: Personal restraint is something all theriomorphs have a problem with, but this problem seems to get worse over time. This is not to say that they become dangerous, just that they are more prone to let their passions run away with them. In addition, formally repressed portions of the individuals personality may begin the manifest themselves.

4. The Infected May Gain the Ability to Change Into Additional Forms: The bacteria which serves as the physiological basis for infectious therianthropy has been seen to slowly mutate over time. This was, no doubt, how the wide range of different theriomorph forms came into existence. While this shift can usually only be seen in the course of multiple generations of were-creatures, it sometimes occurs in a individual. Such people's theriomorphic form may change into that of another animal or they may gain
multiple forms. How this comes about is unclear, but there does seem to be a number of factors. In one documented case, a Vordain who had been a werecat was accidentally bitten numerous times by one of the large spiders of the Noreshan frontier. He recovered from the poison, but was startled to discover that next full moon that he changed not into a tiger, but rather a giant spider. He did go on to accept his new form, however. Magic can likewise be used to give someone multiple forms (magic-using theriomorphs are fairly common). Each form does have its own unique trigger-event, however.

Theriomorphic Oddities

Because of its mutagenic nature, there are many various strains of the therianthropic bacteria, some of which are not commonly known.

In some parts of Ailynon, there is a group of strains called Elven Morphic-B. They act in all but one respect like normal therianthropic bacteria. However, non-elves which are infected with this strain acquire
elven features over the course of months and years. In the end they become indistinguishable from native elves. Their life span even increases to the elven norm.

Another strain, referred to as Sira's Temptation, produces all of the effects of regular benign therianthropy. However, striking suddenly after a few months of infection, the strain becomes malignant.
There have been a few famous cases where innocent people, who desired to be benign theriomorphs, instead became overnight terrible monsters. Because this change does not occur usually until the theriomorph has learned to control his transformations, it is almost impossible for the condition to be
reversed. This strain is, thankfully, quite rare.