World The BloodMoon Pack

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World The BloodMoon Pack

nebula

The Black Wolf
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Age
22
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She/her
Shapeshifter Pack: The BloodMoon
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In the late 1700s, settlers staked their claim in what is now known as Oregon, USA. However, deep within the lush forest lay a magic that would be uncovered.
Starvation, betrayal, and heartache- the beginnings of the art of magic and shapeshifting. A small colony of people from Europe found themselves struggling to live off of the land. Desperation spread like a plague through the people, especially with winter swiftly approaching. Soon, it became every man for himself. Brother turned on brother, bodies stacked up, and morals were practically done away with.
That is, during their darkest hour, the most unlikely hero would appear in the midst of certain death.
A wild wolf pack, successful in numbers and power, chose not to eat these weak and vulnerable people... but to help them.
From there, strength was restored, and as humans bonded with wildlife, their souls became intertwined until the first shapeshifter was born.
Lydia Smyth was a seemingly normal baby girl until the age of 18 when she disappeared for 3 days. There was a large search party deployed every day for her until she returned scarred. She did not speak for a week, and no one knew what she had seen.
That is until more children began shifting, and it was evident that something otherworldly possessed their youth.
These shape-shifting young adults were exiled from the original colony before more folks became aware. It is then the original pack formed:
The Bloodmoon Pack.

2032:
Thankfully, humans have not become significantly more curious about the depths of Oregon's forest besides the few and far-in-between stray hikers. It was easy to evade them with a quick shift of forms and scary noise. That's quite enough to make the average human spin on their heels and high-tail it in the opposite direction. Luckily, the rumors they bring back to their towns only spread as drastic as big, rabid bears and wolves. They are truly clueless. Throughout the decades, the need for ranking and roles has only become more dire and respected, as it is a long-standing tradition that has proven to work. This, and the member's animalistic instinct to keep within a clan.

Phasing
What is shapeshifting?: Shapeshifting is the act of changing from one physical form to another.

For the BloodMoon pack, two sets of DNA were present in the shifter's body: the human and animal sets. A unique organelle copied in every single cell is responsible for swapping out each set of DNA at a rapid rate to move the phasing along smoothly and without issue. However, the actual 'human' DNA is no closer to actual homo sapian genes than a chimpanzee's, making them an entirely different species.

When phasing, the actual change between two forms is faster than the average time for a human to blink their eye. However, to the actual shifter, it is slightly slowed down, and they can physically feel the changes happening within their body. A quick flash of movement is all most will see before the human they were once looking at lands on four paws.

Restricting clothing and jewelry must be removed to prevent strangulation, but they have designed a strip of clothing that covers the private parts of the human form when phasing from an animal. In animal form, it is hidden within the fur. That way, they are not nude.



What do they turn into: The majority of the BloodMoon pack's animal forms are wolves of all sizes and coat colors. However, around 30-35% of the members turn into a different type of animal. The only recorded types of animals the BloodMoon can shift into are the following: Big cats, birds of prey, hyenas, bears, and wolves.



When do they turn?: A shapeshifter does not have access to their animal form until sometime after their 18th birthday (usually ages 18-19, but there are some late bloomers). During puberty, they will begin to show changes such as the sharpening of their canine teeth, eye color change and increased strength/speed. They may become moodier and show characteristics of their animal form (a cheetah shifter may want to run, whereas a grizzly shifter may become more lazy and crave fish.) These characteristics may fade away after they can shift.

The first phasing is described as painful, equivalent to a sprained ankle. Phasing from one form to another with ease and swiftness only comes with practice. At first, a new shifter may phase due to: fear, excitement, loud noises, etc. They may become quickly exhausted.



Human appearances:

In human form, shifters exhibit subtle differences such as slightly sharpened canine teeth, brightly colored eyes, and fingernails that grow into a point. They have hyperactive senses, though not as potent in this form. They are physically stronger and faster than a human. Alphas of a pack also have the 'commanding voice' in both forms. With others of their species, they tend to be empaths and know how each other are feeling and if someone in their pack is in danger. Being a shifter does not give them any certain look. They can be tall, short, stocky, heavy, etc.



Animal appearances:

Shifters mimic (almost identically) the wild, human-known animal they can shift into, with a few key differences. They are supernaturally faster, stronger and possess their human intelligence and decision making. The most noticeable difference is their size: for the land mammals, they reach sizes from a large horse to the extinct cave bear (usually around 8-10 feet tall on all fours.) For bird shifters, they are the size of wandering albatross (wingspan of up to 12 feet.)



Strengths:

Supernatural strength
Supernatural speed
Sixth sense determines if other member is hurt/in danger
Shifting with ease at any time (with practice)
Abnormally large size (in animal form)
Average lifespan of 125 years old.
Commanding voice (alpha only)


Weaknesses:

Similar in werewolf lore, the herb Wolfsbane is highly toxic to all shifters when ingested.
Mild toxicity: dizziness, nausea, vomiting, aggression, sweating, high temperature, shaking, inability to shift.
Severe toxicity: seizures, coma, heart arrhythmia, frothing from mouth, death.
Shapeshifters can sometimes "lose themselves" in animal form and completely turn animalistic with no human control. This can be due to wolfsbane toxicity, extreme anger or extreme fear.


Can they become stuck in one form?: In normal circumstances, no. It is a natural process for them and they cannot be "stuck" in one form for more than a few hours. Only odd occasions like illness, sickness, poison can lengthen this time.
Living Arrangement/Places
Deep in the wilderness, a large and round clearing has been established as sacred grounds for the BloodMoon pack. Their ancestors moved only short distances away from the original area for various reasons, but they eventually found their way back. The ground is mostly grass and clover, aside from the serpentine dirt road that connects all the areas. The entire area is completely shaded and covered by an overhead canopy of treetops and vines to shield them from any planes or drones flying over. There has yet to be any reason to build any fences or barriers, so the forest is accessible to all (aside from the youngins.) They live with no electricity or power.

The living quarters: Every pack member except the alpha lives in a small home, either a cabin or cottage-style building. It usually consists of two bedrooms, a bathroom (usually only for getting ready), a den, and a kitchen. Members usually work out of their own houses depending on what they do, such as weavers (making clothing), healers, herbologists (usually work alongside healers), cooks, and even teachers. Workers such as blacksmiths and hunters have different shed-like areas arranged throughout the village where they do most of their tasks. The cabins and cottages are arranged in a loose circle all around the clearing. Each member has a small plot of land they can do whatever with.

Alpha's House: The alpha's house has several purposes. The obvious one is where the alpha resides. His/her office, bedroom, belongings, etc. Due to the house being a large, two-story cabin, the bottom den was made large enough to fit most of the pack within it. This is where council meetings (alpha determines who is in the council) are held. Along with individual meetings. The weaponry is also inside the alpha's house, under lock and key (spears, bow-an-arrows, knives.) Only permitted members can have anything other than kitchen or pocket knives. There should only be a few reasons a shifter should need a weapon (injury or illness preventing him/her from shifting.) It is located in the direct center of the clearing. All of the dirt trails lead to it.

The Well: A large stone well is located near the garden (left side of the clearing). This is where fresh water is obtained. Most shifters can drink river/stream water just fine in their animal form, so it is primarily used for healers, cooks, and children.

The Garden: The garden is a large, fertile area on the very edge of the clearing, extending into the forest. Certain members tend to various crops and plants there. The garden is open to anyone, as long as the cooks and herbologists do not specify they need something to be left alone for their job. A lot of school lessons for the children are done in the garden.

The Farm: Pets are strictly forbidden within the village, but working farm animals are allowed as long as they are treated humanely. These animals are chickens, goats, sheep, horses, 3 livestock guardian dogs, 2 barn carts, alpacas, and cows. None of these animals are used for meat, but they provide other things (milk, wool, etc.) These animals are respected and treated well by a very select few members who DO NOT shift into their animal form (due to personal choice or injury). The barn is the only location that is NOT within the clearing but a 10-minute walk south. The scent of shifters deeply unsettles the livestock, so they are not permitted in or near the barn unless granted special permission.

Butchers: The BloodMoon pack consumes only meat from animals that have been hunted fairly by shifters in their animal form and died a clean death. The meat is processed and given to the cooks in an area on the right side of the clearing.

Other Areas:
  • Caverns with long, complicated tunnel systems that have not been explored yet. Strictly forbidden, too dangerous.
  • The river: A long, winding river runs close to the clearing, where the majority of their water and bathing comes from. During the warm months, the children enjoy splashing around in the shallow ends.
  • The waterfall: A large, roaring waterfall can be found up the river a few miles.
The old bridge: An old, unsteady wooden bridge over part of the river was recently discovered, but no one has dared cross it in fear of the decaying wood breaking and spilling into a rapid part of the water.

Other Animals of BloodMoon
These are the known animals that live within the Bloodmoon pack. They live at the barn but sometimes show up within the clearing.
- Hazel & Badger: A pair of bonded sibling cats. They are black and white with hazel eyes. You never see one without the other. They sometimes wander into the clearing and enjoy watching everyone but do not like to be pets. They are praised as amazing rodent assassinators. On their regularly scheduled breaks, you can often find them curled up together in random areas, perhaps even your bed if you keep the window open. It has become a local game for the children to find the cats every day.
Juniper: a female black-and-white border collie who helps herd the livestock from pastures. She is very snippy and unsure around everyone but her handlers and does not like being touched. She is rarely seen and enjoys it much better at the farm.
  • Summit & Cliff: Two mighty kangal brothers who are only seen for medical reasons, but their deep barks are heard very often. They are in charge of keeping the entire farm safe from predators that roam the forest. They are not friendly and generally despite the shifters coming anywhere near their herd.
  • Winter: A laid-back female Great Pyrenees who takes charge of the chickens and goats. She is a hard worker at night but likes to laze around in pools of sunlight during the day. She is very friendly to everyone (except shifters in their animal form). The farmers will frequently bring her into the clearing to say hello to everyone. She especially loves playing with the children and is a gentle giant.
  • Crimson: A sorrel-colored quarter horse who is used to travel with.
  • Thorn: A black Clydesdale used to lug heavy equipment as needed.
Medical Problems
Sleep-phasing: A sleep phenomenon where a shapeshifter phases unknowingly in their sleep. This can happen two to even four times a night. The cause is unknown but usually goes away with the help of natural sleep aids.
Phasisphobia: A mental phobia where the patient experiences severe adverse to the idea of phasing forms.
Form-Phasing Identity Disorder: A mental disorder in which the patient loses a sense of identity in reference to their animal and human form. The patient commonly separates these two forms into two identities and feels they have to choose only one. This causes a disturbed sense of self, anxiety, adverse to phasing, and depression.
Phasing-induced arthritis: an uncommon side effect of phasing that induces the inflammation of the joints. Can be moderate or severe, it is chronic but severity lessons when patient no longer phases.
Imprinting
Imprinting is an instinctual bonding recognized in many species. However, "imprinting" for shapeshifters is presented differently.
Imprinting for the BloodMoon shifters strictly ONLY occurs after the age of 18 and only after the shifter gains their animal form. Upon first physical, skin-to-skin contact with the subject, an inseparable bond forms between these two shifters. This bond can be romantic or platonic, depending on the individual preference of the pair, but the two will continue on to be known as an "imprinted" pair, not to be confused with a "mated" pair.
An imprinted pair hardly ever disturbs a mated pair because most of the time, the imprinter and imprintee have no more than a siblingly bond. Though, some have developed to be both "imprinted and mated pairs," which are better known as "fated mates."
An imprint can be rejected via a mix of herbs taken for two weeks (by both parties) to reroute the hormones responsible, making them able to imprint on someone else.
Shifters generally mate for life to one mate. If a heterosexual relationship decides to have children (they reproduce strictly in their human forms and obtain all human normalities to pregnancy and reproduction), the combination of genes will determine the animal the baby will get. For instance, two wolf mates will almost 100% of the time have a wolf-shifting baby. A wolf and a lion mate will have a 50% chance of having a wolf, 25% of a lion, and 25% of another big cat species.
There has never been a shifter who imprints or mates with a human, as the interaction between the two is almost non-existent.
The cause of imprintation and why it chooses specific people is currently unknown.
Ranks and Jobs
Not every single member has a rank, but all have a job.
Ranks:

Alpha: There is one appointed leader of the pack, which is known as the alpha. This shifter is the most dominant and generally the strongest. They are also capable and expected to make the important decisions for the pack. Whatever they say goes. This includes but is not limited to declaring wars, moving territories, appointing ranks, and so on if it ever came to it. Alphas always have the potential to be challenged, but a strong and fair alpha rarely is because the pack wants them as their leader. Alphas also possess the special ability of 'commanding voice,' which works on both shifters and humans. They can practically intimidate and command someone to do as they wish. Alphas can be either gender and their mate can choose to become second in command, above the beta.

Beta: Second in command, this is the shifter who steps up when the alpha is unable to. However, the beta also helps the alpha make decisions and is the only one who can give their two cents without being asked and not be punished for it. Betas generally do not rival the alpha, seeing as they are high in power as well. Also, assuming something happened to the alpha, the beta would be appointed to that position.

Hunters: A hunter is considered a high-rank because of their strength and ability to provide for the pack. Hunters are responsible for bringing food onto the table. This includes setting traps, hunting in their animal form, fishing, and scavenging. They are often the ones with the strongest senses and help the pack who mostly live off of the land. If more of a homestead pack, they tend to the livestock and make sure everyone has access to clean water and nourishing food. Oftentimes, the hunters collaborate with the administrators on their job.
Healers: A healer is considered a respected and highly important rank. There are usually 2-3 healers in the pack at any given time, these are all shifters who are skilled in emergency medicine and know all about the ailments and threats shifters face. As well as how to remedy them. They are one of the most important parts of a pack and are deemed 'untouchable.' Only the alpha can deal with them if they are to break a rule or overstep, but generally, they are given a pass to do anything they wish, as long as they are a good healer. Healers will never see combat unless they are treating the wounded or unless the pack is nearing imminent death.
Children: From birth to the age of 18.


Jobs:

Teachers and caretakers: These are the members of the pack who take care of or teach the children, sometimes both. The pups have school four times a week for different amounts of time depending on the subject. They learn to speak, write, sing, etc. The caretakers are trusted members of the pack who look over the young if their parents aren't available
Herbologists: Specializing in herbs and plants, they usually work side-by-side with the healer and also help out in the garden. They will also go out and scavenge for various plants in demand.
Administrators: These shifters are least in their wolf form. They deal with all the legal obligations, if any, and are responsible for any 'human' problems the pack may have. This includes trips into town, maps, paperwork, etc. They are generally busy-bodied shifters and take a liking to things "human" rather than running around in their animal form.
Farmer: Those who cannot phase or have chosen to not phase into their animal form. They take care of all of the animals on the farm and bring the wool, milk, eggs, etc back into the camp. They generally have a decent knowledge of veterinary situations but sometimes refer to the healers for medicine and supplies.
Gardeners: similar to farmers, except they can freely shift and tend to the garden. They plant, grow, and harvest when it's ready. They may also work with the cooks.
Cooks & Butchers: In charge of processing and cooking the food for the pack.
Weavers: They make the clothing for the pack.
Blacksmiths/bladesmiths/etc: create a variety of things such as swords, blades and other household items.
These are only a few of the available jobs ^
Rights and Rules
Includes but is not limited to

Rules:

No shifter shall kill another shifter or human.
Hunters may only kill cleanly and harvest every available part.
No children outside of the camp/clearing limits.
There shall be no contact with humans.
All shall pull their weight if they want to eat.
What the alpha says goes.
Rights:

To keep in any form of your choosing and/or never shift again.
To leave the pack, as long as you keep away from humans.
To change jobs.
To bring up a reasonable problem or concern to the alpha, even if it goes against his/her judgement.

 
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