Lutetian Lore

Tiko

Draconic Administrator/Mentor
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Lutetia is one of four countries comprising the continent of Issunar. It shares borders with all three neighboring countries: Iveria, Aanar, and Tiranoth. This central location has resulted in a rich tapestry of cultural origins merging to form what is now known as Lutetia.

Its unique history, breathtaking architecture, and rich culture are renowned worldwide. However, despite this spotlight of success, a very different reality exists for those living within Lutetia. Most of the wealth in Lutetia is concentrated in the hands of a small upper class, leaving the rest of the populace mired in poverty, with crime rates at record highs.

Lutetia is a dark urban fantasy setting blending modern and supernatural elements. Urban werewolf packs, vampires, necromancy, witchcraft, and wizardry are commonplace among the populace.

Note: While Lutetia incorporates subtle French influences, it is not France, and the locals do not speak French. The dominant language is Queran, and while characters may have French-inspired names and Queran words may have a French "feel," direct French words or dialogue should be avoided. It is assumed that unless specified otherwise, dialogue is spoken in the local language.

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This thread will serve as a location to post lore specific to Lutetia. This lore will evolve and grow with the course of the roleplay, so updates will be periodically added. For lore specific to Iveria, Aanar, or Tiranoth, please see their respective threads.
 
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Werewolves in Lutetia


Lutetia boasts one of the largest concentrations of urban werewolves in all of Issunar. Due to this significant mingling and genetic diversity, Lutetian werewolves exhibit a highly variable nature. There are two primary methods of transmitting lycanthropy, the genetic anomaly that defines them.

The predominant method is through birth. Typically, the offspring of two werewolves will be werewolves themselves, while the offspring of a werewolf-human pairing have a fifty percent chance of inheriting lycanthropy.

The second method is through the bite of a werewolf.

Whether by birth or by bite, each werewolf is unique, with their human DNA melding with the lycanthropic mutation. As human DNA is infinitely variable, so too are werewolves. Those born as werewolves, or who were blood relatives before being bitten, are more likely to share similar traits, much like human siblings might share physical characteristics. Werewolves who contract lycanthropy through a bite are subject to more unpredictable outcomes, often with no way to foresee how the process will affect them.

The turning process typically spans about two weeks, beginning with an early onset of fever and aches that worsen over the second week. By the end of the second week, the fever intensifies, and the pain becomes debilitating, often leading to delirium. When the fever breaks in the final hours, the first transformation follows shortly. Victims often describe this period as feeling like they're being torn apart from within. The transformation itself usually lasts only a few minutes but is a brutal ordeal, and many do not survive their first turning.

A small percentage of bitten werewolves develop lunentia, a degenerative ailment characterized by insanity. Early stages of lunentia manifest during shapeshifting, resulting in a feral beast driven by primal instincts and aggression. Over time, the line between man and wolf blurs until all traces of humanity are lost. In one documented case, an individual in the late stages of lunentia was found to have committed acts of extreme violence, including disemboweling neighbors and consuming their flesh, before being apprehended while raving about the moon, covered in their blood.

Characteristics of Lutetian werewolves vary widely, with some having allergies to silver while others do not. Some may take on wolf forms, while others possess bipedal hybrid forms. Abilities to change at will or only during the full moon also vary. Lifespan appears to be linked to regenerative capabilities, with werewolves exhibiting true regeneration and instant wound healing having indefinite lifespans, while those with accelerated healing live for a few hundred years. Those who heal at human rates tend to live lifespans similar to humans'.

Culturally, the urban packs of Lutetia have a long and violent history of feuding and criminal activity within the city. Notably, urban packs are more inclined to develop their human aspects compared to the more feral werewolves of the wilds.

Public perception of werewolves in Lutetia remains mixed, with many believing that recognizing them as citizens was a mistake. Racism is widespread, and there is a strong government push to treat lycanthropy as a deadly disease, segregating werewolves from public institutions such as schools and hospitals. This hostility sustains the culture of violence for which the urban packs are known. Pushed to the fringes of society, urban packs often embrace crime and anarchy over law and order.

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Urban Pack Life

For Lutetian werewolves, urban pack life is often short and violent, characterized by cultural violence, blood feuds, and crime. Generations of packs have perpetuated this way of life, growing almost gang-like in their organization. They are often described as unruly, poorly regulated, and possessing little regard for local laws that have provided them with little support.

Some identify as anarchists, while others see themselves as realists.

Many stake their claim in various organized criminal enterprises, ranging from drugs and guns to money laundering and prostitution. Others prefer petty criminal activities and flouting the law when convenient. Some occupy high positions in casinos, dressed in suits, while others roam the streets on motorcycles, clad in leather. Each pack maintains its identity and values, rarely coexisting peacefully with others.

 
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