So essentially I decided to use the MH decks I formed to think of Innistradi werewolves across the color pie. Think of this s a speculative exercise based on what amounts to toys.
"Normal" Werewolves (Red/Green)
The ones seen onscreen. Primal urges, Tovolar, dire strain, yadda yadda.
"Individual Focused" (Black/Red)
Based on a deck with red werewolves plus the three black ones. I imagine these to be at first glance like the red/green ones, but the more you learn the further they come across. The conflict between green and black is that of fate versus free will; ergo, these werewolves, while highly emotionally, are not instinctual. They couldn't possibly care less about the wild, just to crave their carnal desires (literally, often by raiding cemeteries). Disorganised, mostly loners.
"Ambitious" (Black/Green)
Deprived from the Leery Jenkiness of red and combining black and green's shared foresight, they see their "gift" of lycanthropy as a justification to amass power. Power through harmony; this makes them some of the calmer werewolves, perhaps making the ensuing murders truly unforgivable. Life in small howpacks, usually with a clear hierarchy.
"Howlpack Focused" (Green/White)
Based on the deck with green and the single white werewolf. These werewolves are all about the pack, overwhelming prey in howpacks so massive that they overrun settlements. Gone is the emotion of red for a hyper-developed sense of social responsibility, an evil mirror to the Dawnhart Coven. Some may be repentant and want peace like Arlinn, but most just follow their gut with little thought to the prey they might hunt.
"Quixotes" (Red/White)
Like their hedonistic counterparts they have lost their connection to the wild and harmony, possibly even to community as a whole. They are all about "righteous" rage. People kill werewolves [for being cannibals]? People imprison [rabid] wolves? Just pay the cleave cost and those problems are solved with holy fire. As such, these "knights errants" terrorise the twilight, each death another step for equality and freedom for lycanthrope kind.
Live in small howpacks or alone.
"Supremacists" (White/Black)
These werewolves (four cards in total as of now) still feel the killing urges that afflict their cousins, but they can manage them more comfortably and at their leisure, long disconnected from the wild and in favour of their own take on civilisation. However, those pesky humans do make for good cattle, especially after ostracising their clear superiors. Perhaps they wish to replace the social order at the top of the food chain and social ladder, or maybe flat out genocide is a good idea in their minds. They are ruthless, but subtle about it, preffering targetted executions.
Live in howlpacks of varying sizes; may replace the Skirsdag as the main church infiltrators.
"Rogues" (Blue/Black)
Wouldn't be blue/black without stealing. These werewolves are completely disconnected from the wilds, though they lack the harmony other non-red/green factions have so bursts of violent psychosis are not uncommon. They are ambitious, striving to amass wealth and may even remain in human society at the fringes like Nephalian corpse traders, thieves and the like. May have an affinity for undead, either controlling them or perfectly countering and devouring them. Always solitary, as a final middle finger to the normal werewolf.
"Under the Sea" (Green/Blue)
These werewolves are connected to the sea, the moon being a fine patron of the tides. They are less emotional than average werewolves but no less mercurial and violent, simply thinking on the long run. They may infiltrate ships (coughcanoncough) just to have a boat themed attraction with lots of human candy floss. They live in small howpacks, usually hunting alone.
"Storm Coast" (Blue/Red)
Also drawn to the coast, these werewolves were in life necroalchemists, channeling geists to make explosives. They now prowl the coastlines, gathering electrical energy with their equipment. It breaks apart when transforming, but the spells remain with the werewolves, some of the most lethal mages among their kind. Like normal werewolves they are highly volatile, but are also confortable with technology and you may very well impress one with your artistic ideas. Live alone or in small howlpacks.
"Repressed" (White/Blue)
Based on the single white and blue werewolves. They try their best to repressed their urges... but repression rarely works, so they explode into werewolves not so different from the normal. Without the harmonising influences of green, red's self-love and black's insight into what the self needs they are in a perpetual state of Jekyll/Hyde, one moment a rational person and the other a murderbeast. Small howpacks or alone.
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"Normal" Werewolves (Red/Green)
The ones seen onscreen. Primal urges, Tovolar, dire strain, yadda yadda.
"Individual Focused" (Black/Red)
Based on a deck with red werewolves plus the three black ones. I imagine these to be at first glance like the red/green ones, but the more you learn the further they come across. The conflict between green and black is that of fate versus free will; ergo, these werewolves, while highly emotionally, are not instinctual. They couldn't possibly care less about the wild, just to crave their carnal desires (literally, often by raiding cemeteries). Disorganised, mostly loners.
"Ambitious" (Black/Green)
Deprived from the Leery Jenkiness of red and combining black and green's shared foresight, they see their "gift" of lycanthropy as a justification to amass power. Power through harmony; this makes them some of the calmer werewolves, perhaps making the ensuing murders truly unforgivable. Life in small howpacks, usually with a clear hierarchy.
"Howlpack Focused" (Green/White)
Based on the deck with green and the single white werewolf. These werewolves are all about the pack, overwhelming prey in howpacks so massive that they overrun settlements. Gone is the emotion of red for a hyper-developed sense of social responsibility, an evil mirror to the Dawnhart Coven. Some may be repentant and want peace like Arlinn, but most just follow their gut with little thought to the prey they might hunt.
"Quixotes" (Red/White)
Like their hedonistic counterparts they have lost their connection to the wild and harmony, possibly even to community as a whole. They are all about "righteous" rage. People kill werewolves [for being cannibals]? People imprison [rabid] wolves? Just pay the cleave cost and those problems are solved with holy fire. As such, these "knights errants" terrorise the twilight, each death another step for equality and freedom for lycanthrope kind.
Live in small howpacks or alone.
"Supremacists" (White/Black)
These werewolves (four cards in total as of now) still feel the killing urges that afflict their cousins, but they can manage them more comfortably and at their leisure, long disconnected from the wild and in favour of their own take on civilisation. However, those pesky humans do make for good cattle, especially after ostracising their clear superiors. Perhaps they wish to replace the social order at the top of the food chain and social ladder, or maybe flat out genocide is a good idea in their minds. They are ruthless, but subtle about it, preffering targetted executions.
Live in howlpacks of varying sizes; may replace the Skirsdag as the main church infiltrators.
"Rogues" (Blue/Black)
Wouldn't be blue/black without stealing. These werewolves are completely disconnected from the wilds, though they lack the harmony other non-red/green factions have so bursts of violent psychosis are not uncommon. They are ambitious, striving to amass wealth and may even remain in human society at the fringes like Nephalian corpse traders, thieves and the like. May have an affinity for undead, either controlling them or perfectly countering and devouring them. Always solitary, as a final middle finger to the normal werewolf.
"Under the Sea" (Green/Blue)
These werewolves are connected to the sea, the moon being a fine patron of the tides. They are less emotional than average werewolves but no less mercurial and violent, simply thinking on the long run. They may infiltrate ships (coughcanoncough) just to have a boat themed attraction with lots of human candy floss. They live in small howpacks, usually hunting alone.
"Storm Coast" (Blue/Red)
Also drawn to the coast, these werewolves were in life necroalchemists, channeling geists to make explosives. They now prowl the coastlines, gathering electrical energy with their equipment. It breaks apart when transforming, but the spells remain with the werewolves, some of the most lethal mages among their kind. Like normal werewolves they are highly volatile, but are also confortable with technology and you may very well impress one with your artistic ideas. Live alone or in small howlpacks.
"Repressed" (White/Blue)
Based on the single white and blue werewolves. They try their best to repressed their urges... but repression rarely works, so they explode into werewolves not so different from the normal. Without the harmonising influences of green, red's self-love and black's insight into what the self needs they are in a perpetual state of Jekyll/Hyde, one moment a rational person and the other a murderbeast. Small howpacks or alone.