Lutetian Lore

Tiko

Draconic Administrator/Mentor
Mentor
Administrator
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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Bloodstones Pack Hierarchy



The Bloodstones are one of the largest urban packs in the city of Lutetia. Originally centered around Vargeras, the multidistrict holding werewolf gang patterns (and alibis) itself as a motorcycle club for their primary front. A registered charitable entity with real community work (Bi-Yearly Rides and collections for the Vargeras Food Bank) legit ranks in the MC also loosely translate into a member's role within the criminal side of the organization. These roles are more guidelines and/or loose examples of the sort of thing that would be under the character's purview.


First Amongst Wolves (Leader):

Role:
The leader of the pack, responsible for making final decisions, keeping overall order, and leading the pack.

Criminal Aspect: Orchestrates major criminal operations and alliances, ensuring the pack's dominance and influence in the underworld. Manages high-level negotiations and deals with other criminal organizations.

Lupus Regent (2nd):

Role:
Second in command, aiding the pack leader and stepping in during their absence. Helps in decision-making and keeps order within the pack.

Criminal Aspect: Oversees day-to-day criminal activities and ensures smooth operations. Acts as the enforcer of the leaders’ directives and resolves conflicts that may arise within the pack. Coordinates covert missions and intelligence gathering.

Enforcer(s):

Role:
Maintains discipline within the pack and deals with any internal conflicts. Ensures that rules are followed and that members remain loyal to the pack.

Criminal Aspect: Handles the pack’s dirty work, including intimidation, collection of debts, and dealing with traitors. Acts as the pack’s muscle, ensuring that their interests are protected through force when necessary.

Road Captain:

Role:
Organizes and leads group rides, ensures safety and coordination during rides, plans routes, and maintains the pack’s communal vehicles.

Criminal Aspect: Expert getaway planner, responsible for mapping out escape routes during heists or raids. Ensures that all vehicles are in top condition and equipped for quick getaways. Manages smuggling routes and transportation of illegal goods.

Treasurer:

Role:
Manages the pack’s finances, including dues, fines, and other monetary transactions. Keeps track of funds and ensures financial solvency.

Criminal Aspect: Launders money through legitimate businesses and manages the pack’s illegal profits. Ensures that the financial trail is clean and untraceable. Keeps detailed records of all transactions, both legal and illegal.

Secretary:

Role:
Manages administrative tasks such as keeping minutes of meetings, maintaining records, and managing communication within the pack.

Criminal Aspect: Manages coded communications and ensures secure channels for planning illegal activities. Keeps track of the pack’s illegal operations and ensures that all members are informed about their roles in these activities. Oversees forging of false documentation and records.

Sergeant at Arms:

Role:
Responsible for the pack's weapons and combat training. Enforces the rules and acts as a bodyguard to the leader.

Criminal Aspect: Oversees the acquisition and distribution of illegal weapons. Trains members in combat and tactical skills for pack activities. Organizes the pack’s defenses and plans offensive operations against rivals.

Prospect(s):

Role:
A prospective member in a trial period before becoming a full-fledged member. Performs tasks assigned by higher-ranking members.

Criminal Aspect: Acts as a lookout and errand runner for the pack’s illegal operations. Proves loyalty through participation in minor criminal activities and surveillance tasks. Often used for risky jobs to evaluate their commitment.

Patch Member(s):

Role:
A full-fledged member who has earned their place in the pack. Has ‘counsel rights’ at meetings called by the leader specifically to review and discuss the state of the pack. AKA “Their word is worth a damn” by the leader’s estimation.

Criminal Aspect: Takes part in major or minor criminal operations in benefit of the pack and has a role in planning and executing these activities. Protects the pack’s interests and territory, engages in racketeering, extortion, and other criminal enterprises.

Recruiter(s):

Role:
Scouts and vets potential new unaffiliated wolves for members into either the pack or MC, ensuring they align with the pack's values.

Criminal Aspect: Recruits individuals with specific skills useful for the pack’s illegal operations. Evaluates the loyalty and potential of new recruits through involvement in criminal activities.
 
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Understanding Motorcycle Club Cuts, Patches, and Regalia

Motorcycle clubs (MCs) have a rich history and unique culture that is often represented through their distinctive attire, particularly their cuts (vests) and patches.

Motorcycle club attire is more than just clothing; it is a powerful symbol of identity, loyalty, and history. Understanding the elements of cuts, patches, and other regalia provides deeper insight into the rich culture of MCs, both in reality and fiction.

This guide explores the design and significance of these elements, drawing from both historical facts and popular fictional portrayals such as Sons of Anarchy.​


1. The Cut

The "cut" (so called for the practice of "cutting" the sleeves of leather jackets for more comfortable riding as MCs were first coming into practice) is a sleeveless leather vest worn over a jacket or shirt. It serves as the canvas for displaying the club's insignia and other important patches.​


Components of the Cut:

  • Material: Typically made of leather.
  • Customization: Often personalized with various patches and pins.
  • Functionality: Provides both protection and a means to display club affiliation.


2. The Patches

Patches on a cut symbolize membership, rank, and achievements within the club. They are highly significant and respected elements of MC culture.​


Key Patches:

  • Back Patch (AKA: The Colors): The most significant patch, usually consisting of three parts:

    • Top Rocker: Displays the club's name.

    • Center Patch: Features the club's logo or emblem.

    • Bottom Rocker: Indicates the chapter or location.

  • MC Patch: Typically placed to the right of the center patch, signifying the wearer is a member of a motorcycle club.
  • Rank Patches: Indicate the member's position within the club (e.g., President, Vice President, Sergeant-at-Arms).
  • Side Patches: Often denote special roles, accomplishments, or specific affiliations.


3. Other Regalia

In addition to cuts and patches, MC members often wear other items that signify their status and affiliation.


Common Regalia:

  • Pins and Badges: Often used to commemorate events or signify specific achievements.
  • Bandanas and Helmets: Sometimes customized with the club’s insignia.
  • Jewelry: Rings, necklaces, and bracelets with club symbols are common.

References (Based on excerpts):

  1. The One Percenter Encyclopedia: The World of Outlaw Motorcycle Clubs from Abyss Ghosts to Zombies Elite by Bill Hayes
  2. Sons of Anarchy and Philosophy: Brains Before Bullets edited by George A. Dunn and Jason T. Eberl
  3. Sons of Anarchy (TV Series)
  4. Motorcycle Club Colors: Regalia and Rites of Passage by Klaus Udo Uhler
 

Werewolf Regeneration Guidance


Tiko said:
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'.

Dashmiel said:
While the regenerative capabilities of Issunar (including Lutetian) Werewolves tend to vary wildly enough to be difficult to quantify amidst each other, the guide and figures below serve as a frame of reference to peg a werewolf character's regenerative abilities to a level of damage sustainable by a human body.

Werewolf Wound-Damage Reference List


Tier 1: Minor Wounds


  • Description: Superficial, non-life-threatening.
  • Examples: Scratches, bruises, minor burns, small-caliber gun grazes.
  • Average Regeneration: Instant to minutes.

Tier 2: Moderate Wounds


  • Description: Significant but not immediately life-threatening; may impair function.
  • Examples: Deep cuts, broken bones, severe burns, non-critical gunshot wounds.
  • Average Regeneration: Minutes to hours.

Tier 3: Severe Wounds


  • Description: Life-threatening, could cause permanent damage.
  • Examples: Limb severance, organ-impacting gunshots, third-degree burns, major magical injuries.
  • Average Regeneration: Hours to days, possibly requires concentration. May be beyond certain werewolves' abilities to heal.

Tier 4: Critical Wounds


  • Description: Immediately life-threatening, possibly fatal.
  • Examples: Decapitation, massive trauma, destruction of vital organs.
  • Average Regeneration: Hours to weeks, possibly requires concentration. May be beyond many werewolves' abilities to heal.

Tier 5: Extraordinary Wounds


  • Description: Supernatural or cursed, highly complex to heal.
  • Examples: Silver-inflicted wounds, magical disintegration, time-based injuries.
  • Average Regeneration: Variable; may require rituals or be unhealable.

Usage Examples:​


  • Werewolf A: Heals Tier 1 instantly, Tier 2 in minutes, cannot heal beyond Tier 2.
  • Werewolf B: Regenerates up to Tier 4 but needs concentration for Tier 3+.
  • Werewolf C: Instantly heals Tier 1 and 2, takes hours for Tier 3, days for Tier 4.
 
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