Magical Beasts and Beings

While Last Resort strives to remain as close as possible to canon despite our changes, we do have a couple beasts and a being not found on most sites. Below, you will find our thoughts regarding the various beasts and beings available for play on our site. Please note you may play centaurs, but they are fairly straight forward.

Rating
XXXXX

Lifespan
Pure-blooded Garou tend to live to be anywhere from 150-175 years, though it is very rare for a Garou to make it to his 80th birthday due to inter-pack/inter-tribal warfare and territorial disputes. Since Garou are always on the look out to improve their individual rank and station they have no qualms about taking a life. Half-blood Garou tend to live to around 90-100, similar to their human counterparts. This will all depend on which side of the half-blood is more dominant (Garou or Human), though it isn’t unheard of for a lucky half-blood to live upwards of 120 years. Garou also age slower than humans, giving them the appearance of being far younger than they actually are.

Origins
The Garou are beings of both physical strength and spiritual depth. Garou are natural born shifters that have the ability to transform into huge hulking wolves under the light of the full moon. Unlike the human werewolves that are created by the Lycanthrope curse, Garou are not mindless predators or lunatics.

According to Garou oral history, it was always their duty to keep the balance in nature on behalf of the Totem Spirits they serve (think along the lines of native-american gods). They did so by culling overgrown populaces, hunting too powerful predators that otherwise would rampage unchecked and fending off other magical creatures such as vampires and Nosferatu, that overstepped their bounds.

The formation of nations and cities was the first radical change wrought on the Garou by humanity. Being a proud race the Garou Tribes banded together to prevent themselves from being wiped out as the humans sought to settle on Garou lands. The Garou prevented it by declaring a limited yet brutal war upon humanity, during a period known as the Impergium. During this time, Garou are credited with destroying large human cities, retarding the technological and scientific progress of the human race, and even imposing population caps upon the humans of any given area, killing and sometimes eating humans when they grew too numerous and became a threat to Garou in the area. Though the Impergium dates back to the Mythic Age, well before recorded history (occurring over a period of approximately 3,000 years between 13,000 and 10,000 years ago), humanity has retained an inborn fear of the Garou. Humans seeing Garou in their wolf form are usually struck by a state of panic and denial that has been largely responsible for modern humanity's disbelief of the existence of the Garou. Most humans who have seen a Garou in his wolf form either have very little memory of the incident that caused it or they rationalize it and remember an animal attack or the work of a psychopathic human. Subconsciously, however, the human may experience an aversion to wolves and other Candis (dogs, foxes etc) in general or to the particular Garou they witnessed. The memory loss or rationalization of events as well as the fact that the general public is unaware of Garou existence is called The Veil (not to be confused with the mystical barrier between material and spiritual world).

Shifting/Transformation
Garou will transform into hulking huge beasts under the light of the full moon. In wolf form they can stand anywhere from 6'-3" and upwards of 9'-0" when fully upright. Garou can run just as well on two feet as they can on four. Coat color depends entirely of whether the Garou is full-blood or half-blood and what tribe he comes from. The change itself is rather violent and causes the Garou an incredible amount of pain as bones break/shift and reform and skin stretches etc. Most Garou can expect their first change at the age of 5 though it can come earlier or take longer. Generally the first change happens between the ages of 5 and 13.

The Litany
Tribes are bound by a set of laws that make up the Garou Nation and all Garou are expected to follow. These laws have been set in place to give the waring tribes/packs common goals and to prevent excessive killing. Any Garou found to be breaking these laws will find himself dead real quick. Black Spirals follow a similar set of laws that are much darker in nature.

• Respect the territory of another. - Tribe territories are generally respected and most Tribes will steer clear of each other unless absolutely necessary. This is the only way any semblance of peace can be maintained. • Accept an honorable surrender. - The Garou realize that they are a dwindling race and that intraspecies duels commonly occur. In theory, a Garou combatant may end a duel by exposing her throat or presenting some other sign of formal surrender; the opponent is honor-bound to accept the surrender. • Submit to those of a higher station - Respect those whose rank is higher than yours. This is key in the basic structure of pack life. • Do not eat the flesh of humans. - Often humans can be found working in conjunction with some Garou tribes/packs. It is seen as bad form to eat those who eventually will further the Garou cause. That and they taste bad. • Respect those beneath you. - Alphas and Betas are to show respect to those of a lower station and in return they are to have the undying loyalty of their pack members. A pack is only as strong as its weakest member. • The veil shall not be lifted. - The secrecy of the Garou is paramount. Any found to be bringing undue attention to the Garou Nation will be killed without question. • Do not suffer people to tend thy sickness. - In ancient days, an injured, infirm, or aged Garou was simply torn to pieces by his peers. As time went on, however, it came to be considered more dignified to let such a Garou end his own life. • The leader may be challenged at any time during peace. - Though Garou are known for their pack mentality, this does not mean they must slavishly obey their leaders. If no immediate threat is pending, any Garou of sufficient standing may challenge another's position of leadership. A contest of some sort is usually staged. If the challenger wins, he assumes the mantle of leadership; if he loses, he must accept the leader's dictates with good grace. • The leader may not be challenged during times of war. - Pack tactics are vital to the Garou's success against those they consider enemies, and obedience is vital to successful pack tactics. In battle, the word of the leader is immutable law. Dissension is not tolerated. • Take no action that will cause a tribe/pack to be violated. - Any and all actions by Garou that are deemed detrimental to their tribe/pack will be killed on the spot. A tribe/pack is family and family is life.
 * • Thou shall combat and kill anyone that is a threat to the Garou way of life. - Simply put, protect your kin and preserve the Garou way of life

Relations
• Tribe/Pack Relations: As far as inter Tribe/pack relations go, they are tentative at best. Garou are proud creatures and will do almost whatever it takes to make sure their tribe is the strongest. Fighting amongst packs is fairly normal and in most cases is just over rank or territorial disputes though there has been occasions when a pack feels it has been wronged and whole tribes will get involved. These battles tend to last for weeks on end and are fairly brutal.

• Garou/Species Relations: Relations between Garou and other life forms aside from humans is practically non-existent. Garou see themselves as the superior race and will not lower themselves to associate with other races or creatures unless the Garou can gain a benefit from it. They deal with humans mostly because they think they can be used to their own gain. • Mating Habits: Garou will only mate with other Garou, though it is not unheard of for Garou to mate with a human. They will however not permit themselves to breed with other species. To do such would bring the wrath of all the tribes and the offending Garou would be ripped to shreds.

Strengths
• Strength - Garou tend to be quite a bit stronger than their human counterparts when it comes to brute strength. It is a highly valued trait as any Garou that is considered weak is generally killed or run off. • Heightened Senses – As most Garou are incredibly in tune with their inner wolf, senses such as sight, hearing, and smell are greatly enhanced making them on of the ultimate predators. • Rage – All Garou have access to their Rage; a supernaturally strong anger which motivates them and pushes them beyond their natural limits. Rage allows a Garou a slight increase in speed, strength and agility as well as giving them a small resistance to some magical spells such as a stunning or binding spell. Rage is a double edged sword though and can just as easily cripple as aide a Garou. If a Garou falls too far into his rage he will essentially enter a frenzy of animalistic violence and loose all sense of friend and foe. • Healing – Garou have a natural ability to heal themselves from small to fairly severe wounds. The speed at which a wound heals depends greatly on the nature of the wound. Small wounds heal within minutes to hours; larger wounds can take up to weeks to properly heal. This ability is hindered greatly by silver.

Weaknesses
• Rage – All Garou have access to their Rage; a supernaturally strong anger which motivates them and pushes them beyond their natural limits. Rage allows a Garou a slight increase in speed, strength and agility as well as giving them a small resistance to some magical spells such as a stunning or binding spell. Rage is a double edged sword though and can just as easily cripple as aide a Garou. If a Garou falls too far into his rage he will essentially enter a frenzy of animalistic violence and loose all sense of friend and foe. • Silver – There is nothing more a Garou fears more than pure silver. Silver in its purest form can kill a Garou instantly if the Garou is hit with it in a vital spot such as the heart or lungs. Not all items though are pure silver thankfully, in most cases, knives and bullets tend to be some form of mild steel or lead and just coated in silver (must be at least 70% silver to cause negative effects). Depending on the amount of silver a Garou is hit with, injuries can be anything from severe sickness, blood poisoning to acidic like properties such as eating away at the flesh. Even touching silver objects will cause severe burns and unpleasant pain. It also blocks a Garou’s natural ability to heal. • Pack Mentality – Can be seen as both strength and a weakness. Most Garou would do anything for their pack, which more often than not is the only family a Garou has. Depending on the Tribe and Pack, this family bond can be fairly strong and lead a individual Garou to do things he normally wouldn’t in order to help his pack out. The Black Spirals in particular are known to be exceptionally protective of their own, so much in so that they will kill anyone they think has a remote possibility of hurting a tribe member.

Tribes/Packs
Garou, are divided into different groups, called tribes. Membership in a particular tribe is partly derived from upbringing, often by a parent or near relative, but also drawn in part from spiritual influences. Most tribes value heritage very much, so only children of Garou from the given tribe are introduced into the tribe. The Silver Fang, Fianna, and Get of Fenris are among those who especially value heritage; in these tribes a young Garou wouldn't be allowed the proper rites and trails to join the tribe if he wasn't of appropriate heritage. The tribal totem is the ultimate judge of whether a particular Garou will be accepted into the tribe, although it is a rare and shameful thing to be rejected. Very rarely Garou find that their native tribe is not suited to their philosophy, and may either reject the tribes utterly, or attempt to join another tribe. The Children of Gaia and Bone Gnawers are the two tribes most open to Garou that have left their original tribe. Not all tribes are friendly with each other.

Black Furies
Location: Greece – Have slowly gained a presence in the UK and Southern France {C}Leader: Alpha: Calla Balouris (The Black Devil) {C}Totem: Pegasus – Totem of Respect {C}Coat Color: Black {C}Core Values: Black Furies are a tribe that with the exception of a few males are exclusively all female. And despite what anyone thinks, to call a Fury weak or to insult the fact that she is female is to forfeit one’s life. These wild women are known for their ferocity in battle, their strong ties to the wild and mistrust that borderlines hatred of men. Historically, they have held most other tribes with suspicion, distrust, or outright hatred. The Get of Fenris, Fianna, and Silver Fangs have suffered the blunt of the Furies contempt, as they seem to represent everything the Furies hate - a bunch of drunken, chauvinistic men who claim to be in charge. Furies hold all things female with the highest regard. {C}Established Packs: {C}• The Followers of Artemis - Alpha: Calla Balouris; Beta: • Freeriders • Amazons of Diana • The Sisterhood

Black Spiral Dancers
Location: Scotland {C}Leader: Alpha: Lachlann McTavish (Ferral Fang) {C}Totem: Lion/Whippoorwill – Totem of Courage/Death {C}Coat Color: White {C}Core Values: The Black Spiral Dancers are a tribe that is considered by the other tribes to be the most calculating and cruel in everything they do. The first Black Spiral Dancers were descendants of the White Howlers tribe, which originated in Scotland. The Black Spiral Dancers don't honor the same virtues of the other Garou, they follow a darker set of rules and their renown is based on other character traits than that of the Garou Nation. Black Spirals value strength, cunning and viciousness above all. Black Spirals are known for falling into rage induced battles and have a harder time controlling it than other tribes. Due to their temperament and tendency to be unpredictable and violent, most tribes find it easier to just let them be.

Established Packs: • The Wild Cards – Alpha: Corc Shepard; Beta: Soren Shepard; Beta: Maeve McLeod • Dark Riders • Crimson Fangs • Inside Straight - Alpha: Lachlann McTavish; Beta: • Lucky 7

Bone Gnawers
Location: North Africa but are now located Worldwide Leader: Alpha: Morah Cabal (The Viper) Totem: Rat – Totem of War Coat Color: Dirty Brown Core Values: Bone Gnawers are one of the two tribes of Garou that dare to call any human cities home. Bone Gnawers don't have money, they don't have wealth, are extremely unorganized and they don't have high connections. They barely have enough to survive, but that suits them just fine. The Bone Gnawers are seen as the lowest of the low among the other tribes in the Garou Nation. Typically they are seen by most as filthy cowards who would turn in their own mother for a warm meal and a change of clothes. However, this is far from the truth when it comes to Gnawers. For the Omega Tribe, a little kindness can go a long way. They are Survivors. You can count on a Gnawer when it comes to a fight, and they aren't afraid to fight dirty. Established Packs: • The White Rats: Alpha: Moro Akerle - See Legend of the Blood Moon (Killer Among Killers) • The Aces – Alpha: Yoren Kristofferson; Beta: Marshall Braden • Road Warders - Alpha: Sora Colson; Beta: Riely Thompson • Grey Wind Runners - Alpha: Morah Cabal; Beta: Chausiku Masozi • Loki's Howl - Alpha: Loki Reed; Beta: Brendan Morrow • Ghost Fangs - Killed in a territorial dispute with the Nachtweber Clan

Children of Gaia
Location: Worldwide {C}Leader: Alpha: James Collier (The Fisher) {C}Totem: Unicorn – Totem of Wisdom {C}Coat Color: Sandy Brown, Tan {C}Core Values: The Children of Gaia are primarily interested in joining together all of the tribes as one, despite the glaring hatred some have for each other, like the Get of Fenris and the Black Furies. Many consider them as well-meaning but naive tree-huggers who talk too much and do too little, but of course that's not how the Children of Gaia perceive themselves and their duty. This image of the tribe is the one thing that hinders the tribe the most. But besides their reputation, the Children are just as potent fighters as all the other Garou. While they fight hard battles against other tribes when necessary they also use subtle ways of combat. In addition, most Children of Gaia don't see fighting duels as a suitable way to solve disputes with other Garou, so their hesitation might be perceived as cowardly, if a Child of Gaia is challenged to a duel. {C}Established Packs: {C}• Aethera Inamorata • Seekers of the Lost • Imminent Strike - Alpha: James Collier; Beta: • The Bringers • The One Tree

Fianna
Location: England, Wales, Ireland, America, Austrailia {C}Leader: Alpha: Bron MacFinn (Red Eye) {C}Totem: Stag – Totem of Respect {C}Coat Color: Red {C}Core Values: Fianna is a passionate tribe of Garou, descended from Celtic cultures. Widely known for their storytellers, bards, musicians, poets and other artistic types, the Fianna are true madmen whose love for parties, alcohol and company can easily turn into fierce hatred, bloodlust and feral rage. The Fianna claim that the first Galliard was a Fianna and they're known for their blood-ties to the fairy-folk. Every Fianna has a story to tell and few can live up to the skill which twists their tongues. Their love of stories is second only to their love of a good fight.

Established Packs:

• Children of Dire - Alpha: Bron MacFinn; Beta: • Whispering Rovers • Brotherhood of Hern • The Eire

Glass Walkers
Location: China, Italy, Asia, West Coast USA Leader: Alpha: Keo Lucci (Cyber Dog) Totem: Cockroach – Totem of Wisdom Coat Color: Light Grey Core Values: The Glass Walkers are the wolves of the cities, sharing that realm with the Bone Gnawers. Whereas the latter tribe holds the streets and slums as its domain, the Glass Walkers are in the thick of the financial and technological flow, fighting their battles as often with guns, computers, and bank accounts as with fang and claw. Taking the unusual totem Cockroach as their spiritual patron, the Glass Walkers find themselves semi-pariahs among their brethren for their love for the city (and, to a lesser extent, for their affinity for humanity and its technology, which some other tribes proclaim as evidence of their corruption and lunacy. Established Packs: • Cyber Wolves - Alpha: Keo Lucci; Beta: • Red Claws • Iron Riders • Dies Ultimae

Get of Fenris aka Fenrir
Location: Germany, Scandinavia Leader: Alpha: Alric Schäfer (One Eye) Totem: The Fenris Wolf – Totem of Respect Coat Color: Dark Grey Core Values: The Get of Fenris (originally and sometimes still known as the Fenrir, or "Those of Fenris") are known as fierce and unforgiving warriors. The Get prize strength in all forms, not only of body but also of mind. They constantly train in battle, duel, engage in survival activities to hone their warrior skills. Cult of strength and endurance is so prevailing that they prize every battle-scar and sometimes engage in ritual (self)mutilation to prove themselves. Once seen as elitist in temperament, the Fenrir are, in truth, one of the most meritocratic; any Garou who can prove themselves strong is considered worthy by the Get, regardless of their breeding. Those who are weak are worse than chaff, best lost in failed attempts to prove their strength. The Fenrir are infamous for the constant "testing" to which they subject the other tribes of Garou. They use these tests to determine the fitness of the other tribes. In practice, the Fenrir are known to challenge members of other tribes to duels and to take control of lands, by force if necessary, if the rightful claimants are unable to defend them. It is for this reason (or pretext) that they have engaged in a series of battles with the Fianna tribe and were a primary force in the war with the Uktena and Wendigo tribes and their Native-American followers. They are also notorious for being unable to compromise and prone to rage. Established Packs: • The Hand of Tyr • The Fangs of Garm - Alpha: Alric Schäfer; Beta: • Twilight Hunters • Silent Reavers

Red Talons
Location: Worldwide

Leader: Alpha: Cory Kohler (Predator King) Totem: Griffin – Totem of War

Coat Color: Reddish Browns Core Values: Red Talons are the most separatist of the Garou tribes, camping in the far wilderness far from humanity, whom they despise. Red Talon beliefs hold that man is a "cancer" upon the earth completely corrupted by undesirable virtues. To the Red Talons the life of one wolf is worth more than any number of human lives. The Talons do everything they can to protect all wolves. However, because they reject their human halves, they cannot do much except kill interlopers. They dwell in wilderness away from noise and human settlements. Their territory is often "posted" with skulls of trespassers. More than any other werewolves, Talons are at home in the wilderness, following paths others fear to tread. Even their detractors among other tribes must admit that the Talons have long memories, and that they probably practice rites and keep secrets long forgotten by the rest of the Garou. Established Packs: • The Predator Kings - Alpha: Cory Kohler; Beta: • The Winds Howl • The Strikers

Shadow Lords
Location: Worldwide Leader: Alpha: Annalisa Demoin (Whisper) Totem: Grandfather Thunder – Totem of Respect Coat Color: Dark Brown Core Values: These black-pelted followers of Grandfather Thunder are masters of diplomacy and Machiavellian intrigue. Waiting for the right moment to strike is essential to the members of this tribe. The power-structure within the Shadow Lords is a strict hierarchy where you climb higher through means of cunning, physical prowess, and mental mastery of those around you. The Shadow Lords' lives are a constant competition for power. Despite the appearance of "inner turmoil" they are one of the most unified tribes in the nation. They have great insights into psychology of their enemies and scrupulously exploit anyone’s weak spots if needs be. Shadow Lords respect power and patience, they condemn weakness and impetuousness. Any cub that’s not strong enough in their eyes is banished from the tribe. To the other tribes, the Shadow Lords’ goal is simple: to push the Silver Fangs off the throne and obtain power over the Garou Nation; the Shadow Lords and the Silver Fangs have been bitter rivals ever since the ending of the Impergium. The other tribes are wary of them at best, but even the ones who hate them most don't question their ability to get things done. Established Packs: • The Children of Bat • The Lazarite Movement • The Society of Nidhogg - Alpha: Annalisa Demoin; Beta • The Masks

Silent Striders
Location: Egypt

Leader: Alpha: Khons Mubarak (Prince of Lies) Totem: Owl – Totem of Wisdom Coat Color: Tan Core Values: The Silent Striders were exiled from their homeland of Egypt by the Followers of Set, and have been roaming the world ever since. Since their exile, they have traveled the world, and they are now known as the Gypsies, better known as the Roma. They are cursed to always travel, yet yearn for a home to call their own. Many serve as messengers and couriers, traveling from tribe to tribe as a global information network. Established Packs: • Wayfarers • The Seekers • Those Who Roam - Alpha: Khons Mubarak; Beta: • The Harbingers

Silver Fangs
Location: Northern Europe, Canada, Midwest & Northeast USA, Mediterranean, Middle East, UK, Russia Leader: Alpha: Tristan O’Donnell (The Howler) Totem: Falcon – Totem of Respect Coat Color: Greyish White (Looks silver under the moon) Core Values: The Silver Fangs are the traditional rulers of the Garou Nation, with literally millennia of selective breeding and heroic tradition behind them. While many of the Garou Nation's finest leaders and warriors have come from the ranks of the Silver Fangs, in recent centuries the tribe's stock has fallen dramatically among its ostensible citizenry. Centuries and centuries of inbreeding has caught up with the tribe, with madness and stubborn clinging to tradition becoming more and more common among its senior members. Also, the rise of democratic thought across the world has weakened the tribe's ability to use its royal heritage as an asset, and prompted disaffected tribes to be vocal about their disagreements and disapproval's. Still, the Silver Fangs are far from defunct, and the rise of dynamic young leaders like the self proclaimed King Albrecht in North America and Queen Tamara Tvarivich in Russia, along with the continued patronage of its noble totem Falcon, may give the tribe a much-needed infusion of strength and purpose. Established Packs:

• Wise Hearts • The Followers of Moon • Austere Howl - Alpha: Tristan O’Donnell; Alpha: Tamara Tvarivich; Beta: • Twilight Runners • The Swift

Uktena
Location: Southwest USA Leader: Alpha: Leianne Rhode (Strikes Like Lightning) Totem: Uktena (Snake) – Totem of War Coat Color: Light Browns/Blacks Core Values: Uktena are said to be animistic peoples from all over the world. Most are of Native American heritage, though adopted werewolves are from a variety of backgrounds. The Uktena are a tribe of mystics, shamans and arcanists; because of their close ties to the magical and knowledge of the arcane many fear that there are those among them who may be turning to the Dark Arts, and their history of having their land gradually taken from them have made some of the Uktena very bitter indeed. Their main talent lies in the sealing of Banes, and as such they may have deeper knowledge of the Dark Arts than the other tribes are comfortable with. Established Packs:

• Skywalkers • Earth Runners - Alpha: Leianne Rohde; Beta • Ghosts • Fire’s Fury

Wendigo
Location: Arctic, Sub Arctic North America Leader: Alpha: Garret Marrow (Winter’s Wind) Totem: Wendigo – Totem of War Coat Color: Off Whites/Greys Core Values: The Wendigo are wolves and indigenous peoples of the Arctic and Sub arctic of North America. Unlike their Brother Tribe the Uktena they have not actively begun to include other cultures outside of their traditional Kinfolk into the tribe. As a whole the Wendigo tribe carries a grudge against the rest of the Garou Nation (of which they consider themselves only nominally part) for the conquest of their lands and protectorates during the European colonization of North America. It was this reckless time period that lead the Wendigo and Uktena to refer to non-Native Garou as the Destroyers. The grudge against Destroyer Tribes can be expressed as mild condescension and mistrust among mainstream Wendigo to violent confrontation and guerilla warfare among the more extreme groups of the Tribe. Even before the conquest of the Pure Lands the Wendigo had a reputation as savage and vicious fighters; this has led them to have strong rivalries with the Get of Fenris tribe who have a similar reputation. Established Packs:

• The Scared • White Wind - Alpha: Garret Marrow; Beta: • Winters Bite

Star Gazers
Location: Japan, Korea Leader: Alpha: Yukawa Kantarō (Ghost) Totem: Chimera – Totem of Wisdom

Coat Colors: Reddish Brown Core Values: The Stargazers are named after for their tendency to seek the stars patterns to discover their path. They are of Hindu decent, and don't sway too far from their traditions. They believe in reincarnation, a common belief among Hindus. The Stargazers are experts in the study of the heavens and philosophical matters. They are a tribe of usually absent minded Garou who strive to discover the truths the world in the patterns and behavior of the stars and the planets. This frequently provoked the other tribes, because while they were fighting in the battlefields the Stargazers were "doing nothing useful" (as those other tribes said). The growing threat to their ethnic homeland, as well as the growing gulf between the Stargazers and the rest of the tribes of the Garou Nation, led all but a handful of the tribe to leave the Nation and return to the far eastern Beast Courts of the Hengeyokai. {C}Established Packs:

• The Watchers • The Zephyr • Solar Winds - Alpha: Yukawa Kantarō Beta:

Other Notable Tribes
• Skin Dancers - Worldwide • Hakken – Japan • Siberkah – Eastern Russian Stepps

Miscellaneous Information
• A Garou's bite does not cause Lycanthropy in Humans. The only way to be a Garou is to be born as one. • A Garou can just as easily be killed by mundane and magical means as your typical human. A knife to the heart, a slit throat or a well placed Avada Kedavra kill just as well as silver. Silver is a most commonly used and preferred method of killing Garou only because it will out right stop a Garou's natural healing ability (makes the Garou harder to kill by normal means). • Contrary to belief, Garou are not immortal • Vampires and Garou have always been natural enemies • Garou consider human turned werewolves to be the scum of the earth and would eradicate them if it was at all possible • Garou are very secretive about their kind. Although there may be mention of them in texts and notes here and there, not much about Garou is known to the human world.

Gotoku neko
Please refer to this thread for information on these humanoid cat shape-shifters.

Rating
XXX

Lifespan
250 years.

Origins
Nosferatu, or "true vampires," are a separate species from humans altogether, just as alive as humans but utterly different in many respects. The creatures that humans refer to as “vampires” are often the “undead” variety, the type that used to be human themselves, but this sort have to be created by the Nosferatu, as described later. The Nosferatu are the more abundant kind, but they are far less studied by wizards, in the same way that formerly fully-human werewolves are better known and studied than "true werewolves," or Garou.

They reside in areas all around the world, in groups of about 50 to 100 individuals called clans, run by three to five elders of either gender. In Great Britain and Ireland, there are six main clans: the Nightshades of Northern England, the Darklings of London, the Weirds of Scotland, the Shadows of Wales, the Wormwoods of Western Ireland, and the Nightwings of Eastern Ireland. The clan name serves as a designation for each member of the clan, joining onto their given names the way a traditional "last name" might.

Physical Traits
Nosferatu are, without deviation, extremely pale; only if they have just fed or if they are sunburned do they have any color in their skin. Their hair can be any of the natural colors, however, as well as occasionally silver before great age is reached. The eyes of the Nosferatu are rather odd in that they are, without exception, some version of hazel: bluish, greenish, and brownish varieties can be found, but there are no extreme eye colors and a hint of gold can always be found. Some eye colors, such as red or yellow, have been seen also, but these are rare and only seen on those who have changed them by magical means. A slight reddish tint can be seen in the eyes of any Nosferatu directly after they have eaten and for about a day afterward, however.

Nosferatu all have fangs, which are extremely sharp and slightly serrated on the tips, replacing what would be the canine teeth in humans, though slightly larger than most human's canines. They are hidden when the mouth is closed, but show easily if the Nosferatu smiles; for this reason, Nosferatu do not smile or even speak much around humans, in order to avoid having their fangs seen.

The heights of Nosferatu are comparable to those of humans, though the average height may be slightly higher. They tend to be a much slenderer build for their height than humans, however.

The senses of a Nosferatu are slightly keener than those of a human, though not so much that they stand out in all respects. Their sense of smell is probably the one sense that exceeds human capacity by a great deal, followed by eyesight; Nosferatu prefer to be nocturnal, and as such they have a much higher degree of "night vision." Their sense of hearing is only about equal to a keen-eared human, however, and their sense of touch is nearly identical. The sense of taste is improved, but this is mostly due to the improved smelling capacity.

The strength of a Nosferatu is usually greater than a comparable human, in that full-grown females of the species are at least twice as strong as human males and that male Nosferatu are stronger still. The main advantage that the Nosferatu would have against a human in battle, however, would be their speed and endurance: a Nosferatu, if it has just fed, can withstand nearly anything thrown at them (literally, in some cases), and they can move several times faster than even an exceptional human. If they have not recently fed, they will gradually get slower and weaker until even a human child could stop them... if they could avoid being bitten at that point.

The saliva of a Nosferatu has mild healing abilities. These are not nearly as strong as certain wizard-made potions and certainly not even comparable to the properties of phoenix tears, but Nosferatu saliva is capable of healing relatively small cuts and bruises. This ability allows them to feed and leave no trace that they did so, since the small cuts they make in order to feed will be healed by the time they are done.

Nosferatu are unusual in their aging process in that they all die at exactly the same age, 250 years. Their aging process up until that point is slower than that of humans, and once they reach maturity at around age 35, they do not age more until they are around 200 years old. This is likely what led to the myths of vampires being immortal, since even very old vampires of up to about 240 years do not show signs of being any more than the human age of 60. Only in their last ten years of life to they reach "advanced" old age in appearance.

It is possible to kill a Nosferatu in a variety of ways; while they are hard to catch and difficult to break once they are caught, they can still be killed with sheer brute force. The legends of staking vampires hold true for a Nosferatu, for if one can stab them in a vital area they will die if they cannot feed in time to keep from bleeding out. Also, they can be poisoned with any poison that has to travel through the blood to be effective; Hunters have taken advantage of this by poisoning either areas on their skin where they try to lure the Nosferatu to feed or by adding poison to other foods that they might consume. A Nosferatu cannot catch illnesses such as a cold, but any blood-borne illness can infect them. Some which may kill a human might not kill a Nosferatu, but likewise some that may be treatable for a human could be fatal for a Nosferatu. Also, some human recreational drugs are capable of causing illness or even death for Nosferatu.

Blood Magic
Nosferatu have their own brand of magic that is more like that of house elves or goblins rather than wizards. This technique is referred to as "blood weaving," and requires blood, either that of the Nosferatu blood weaver himself or that of another being, in order to be performed; the type of spell determines whose blood is needed. Incantations are generally much longer than the spells that wizards use, but they can be used either verbally, non-verbally, or even in written form, using runes in the ancient language of the Nosferatu. All young Nosferatu are required to learn the basics of blood weaving, but only a few go on to master more than this. These individuals who devote their lives to the art are then specifically referred to as Blood Weavers and hold an important place in the clan, rather like the shamans or healers of some human tribes.

Blood Weavers will often specialize in some particular area, just as wizards do with their own magic. The blood weaving spells vary as widely as those performed by wizards: they can be used to heal and destroy, to create and control. There are, however, no blood spells such as what a wizard might use on a daily basis to clean house and other such mundane things. No Nosferatu has ever tried to create spells of this sort, since developing new spells is extremely difficult and often winds up killing or injuring the Weaver. Also, no Nosferatu spell can block a Wizarding spell; the Nosferatu must simply move out of the path of the spell, though this is possible since they are much faster than humans.

Some spells have crept into human legend, such as the ability of vampires to "control" humans. All Nosferatu possess the ability to produce a sort of "luring," which has always been used to help them compel humans from whom they are feeding to relax and submit to the feeder and does not require blood, as a blood weaving spell would. This power can be used, however, to control at other times, too, in a rather more complicated blood spell. This spell actually works in much the same way as the Imperius Curse, in that it can be resisted and in fact broken by strong-willed individuals. Nosferatu have never managed the transformation into animals, not even the way wizards can become Animagi, however, so the legends of "turning into bats" and such is false. It is common for Nosferatu to be able to use the control spell on animals, however, so that they can be used to scout or hunt for their masters, which might've given rise to such legends.

The Nosferatu, while not being as talented as the goblins, have their own methods of metalworking, imbuing their creations with blood spells to strengthen them and/or give them special abilities. Only the metalsmiths know these spells, passing them on in a family line without letting any outside that family to learn them. A Nosferatu sword, while perhaps not as powerful as a goblin-made one, will strike at its victim's very blood and bone, draining them of power with one strong blow, due to the spells within them. In more recent years, the carrying of swords isn't as common, but in the upper classes the practice still survives, and even the lower classes still usually carry a dagger of some sort, if nothing else than for the purpose of performing basic blood weaving.

For more information regarding Nosferatu blood weaving, refer tothis thread.

Feeding
Nosferatu only have to feed on fresh blood about once every three to five weeks (the way a large snake could go for weeks without eating), as long as they eat other things in between feedings. Going without feeding for longer than this results in the usual sorts of weakness that humans would experience, and if a Nosferatu does not eat within this timeframe, they will show many of the signs of starvation that humans might also show when hungry. This amount of time can be greatly shortened if a Nosferatu is injured or made ill; if injured, they will have to feed right away to avoid the loss of too much blood. However, the timeframe will not otherwise be shortened below the three week mark, due to the Nosferatu's idea that spending time around humans is more like hanging around with animals used for food, the way a human might think of beef cattle.

They are capable of eating human food, but they are quite snobby about it, not preferring the flavor; about the only thing they will truly tolerate and, in a few cases, even like is rare steak, though some also display an odd fondness for dark chocolate, though even they can't describe why. They can also consume frozen blood, such as that found at a blood bank, and Blood Pops to slow the need for fresh blood. They refer to human food and frozen blood/Blood Pops/other such things as Non-Blood and Quasi-Blood, respectively. The main thing to be considered on the subject of what they can eat, however, should more likely be what they are willing to eat: Nosferatu tend to be extremely choosy about their meals, disdaining most items and even being choosy about where their fresh blood comes from. Some of this is due to safety concerns – not wanting to feed from any human that might have a blood-borne illness or have consumed drugs, for instance – but for the most part it is pure snobbery.

For the most part, Nosferatu are also very picky about the method in which they feed. Even though the consider humans to be inferior, they consider them to be more like cows or chickens, animals that supply food and therefore deserve to be treated well. Brutalizing humans before, during, and/or after feeding is considered highly cruel and is shunned, just as if a human treated a cow cruelly before slaughtering it for meat. Generally, Nosferatu of modern day only feed from humans that are willing to offer their blood, though in the past humans were hunted for food the way a human might hunt rabbits.

A few highly radical groups exist that think the old way of feeding should be returned to, but the six main groups mentioned at the beginning of this description all hold to the more modern approach (though a group has split off from the Darklings that prefer the old way of feeding; they call themselves the Darkness and hunt humans for sport all across Great Britain and Ireland). On the other hand, another smattering of individuals, another highly radical one, thinks that feeding upon humans is vile, the way a human vegan would think about eating eggs, meat, or milk. These few try to subsist upon animal blood, but since it does not contain all of the nutrients Nosferatu need, these individuals are usually quite malnourished and wind up having to go back to human blood. They are usually shunned if they choose to feed on animal blood, usually not even allowed back into the clan even if they return to the "normal" ways of feeding.

Feeding occurs as follows: a Nosferatu uses its fangs to puncture a vein in the human they are feeding off of – the jugular is preferred, but other veins such as ones in the arm can be used – and then suck on the wound until it clots. Healing is helped by constantly running the tongue over the wounds while drinking, due to the mild healing ability of Nosferatu saliva explained previously; if a Nosferatu neglects this duty, they are considered to be in the same category as those that "mistreat their food" and are publicly insulted for it.

One meal for a Nosferatu is usually about a pint of blood – equivalent to the amount taken for Muggle blood drive donations – not enough to kill the human but enough to weaken them, usually. The Nosferatu measurement for the amount needed to be full is a "Fill," referring to the fact that one is generally full after consuming this amount, and in human measurements, even with the variation in size and strength of the Nosferatu, it always falls between one and two pints. An honor code has been created around this fact that should be mentioned: the so-called Honor Fill. Should any Nosferatu perform a task that helps or brings honor to their entire clan, they will be granted an Honor Fill, which is a chance to feed a Fill from one of their elders or the specific other person that they have helped. If an Honor Fill is not at least offered to them for such services, most Nosferatu will feel shamed and/or cheated.

One last fact about Nosferatu feeding should be included. There is a belief among them, usually considered just a superstition but sometimes taken to a religious or even cult-like level, that a Nosferatu will gain any powers or traits of the person from whom they get their Fill. This partly ties in with the Honor Fill, as it would seem to say that the reason one is being allowed to feed from ones elders is because you have earned a right to a bit of their power, but the idea has at some times in the past become a truly dangerous one. Entire wars have been fought and factions among the Nosferatu created for the chance to gain a few drops of blood from one particularly powerful individual.

Turning
Semi-vampires, called Leeches by the Nosferatu, are vampires that have been created from humans, and the process is actually much more difficult than human folklore would lead one to believe. In order for a vampire to be made, all of their blood must be sucked out by a Nosferatu and then replenished with the Nosferatu's own blood. Since Nosferatu only eat once every three weeks or so and even then only consume about a pint of blood if they have eaten other things in the meantime, they must completely fast for three months in order to be able to drink all of a human's blood at once. These three months are usually dedicated to teaching the human who wishes to become a vampire about what they will face, and a sort of pilgrimage is usually made, in which the Nosferatu adopts the human rather like a master takes an apprentice. At the end of the three months, the transference is performed in a very ritualistic manner.

In some cases, Nosferatu have enjoyed changing as many humans as they can into vampires, but this is generally frowned upon: since humans are looked down on, the practice is regarded by many as equivalent to playing with ones food. "Even humans wouldn't turn an apple into their pet," is a typical phrase that Nosferatu might say if asked about the subject. Individuals who enjoy the process of changing as many humans as they can are considered insane and are generally outcast. In some circumstances, they are even hunted by their own kind, especially if they fail to perform the three months ritual with their transformations.

Some Nosferatu who are more radical in that they consider humans to be equal or nearly so will seek out a human that wishes the change and grant it to them, but even these individuals are rare. As a result, there are not actually all that many formerly-human vampires, quite a disproportion to the human legends, in fact.

Leeches, since they, unlike Nosferatu, are "undead," can only eat fresh blood after the change and therefore must feed much more often and in greater quantity. This is likely what brought about the myth of voracious bloodsuckers that would attack indiscriminately, for at least several months after the change the new-made vampires are nearly animal-like, rabid in their need for blood. Their Nosferatu mentor is supposed to help them through this trial period, helping them to practice control and gain a sense of themselves again, but enough new-made vampires have been abandoned by their mentors that the legends have grown around them.

The main difference between the two types of vampires can be summarized thus. Leeches are the addicts of the group, unable to survive without their "fix" of blood for longer than a few days, even when they have gained a greater control over their cravings. For Nosferatu, the eating of blood is a way of life, to some extent a necessity but not nearly as much of one as it is for the Leeches, since they can consume and gain nutrients from other food. Leeches were alive and are now more dead than anything, but a Nosferatu is a truly living being, as alive as any human, Garou, Veela, or any other magical creature.

Leeches are capable of transforming humans into vampires, as well, but they only require a week-long fast to manage it. The three months training is still required, however. Should any Leech change over a human without performing the three months, they will be put under close surveillance by the Nosferatu, since by their laws Leeches are not technically allowed to make the change without informing their mentors. Should another change without the training be made by the same Leech, the surveillance will be tightened still further, and if a third occurs the Leech is immediately executed, along with all the humans it turned, as an example to the others of what happens when rules are broken.

Misconceptions
The dislike of garlic has long been associated with vampires, and while it is true that Nosferatu do not like garlic, it is more because of a health concern than from a sheer hatred of the food. All Nosferatu without exception are highly allergic to the vegetable, much the way humans can be allergic to peanuts or other foods, all by ingestion and touch exposure but some so powerfully as to be effected by mere smell.

If a Nosferatu consumes the blood of a person who has eaten garlic, depending on how much they eat before catching on that garlic is present, they will either become very sick to their stomach, (experiencing the symptoms humans would associate with food poisoning), be bedridden due to extreme illness, or even die. Also, getting any part of a garlic bulb or clove on their skin will cause a Nosferatu to develop a raging rash that will swiftly cover their entire bodies. However, there is not a Nosferatu in existence that would willingly choose any of these exposures, and even holding a garlic clove out to one of them will cause the Nosferatu to step back hastily to avoid contact of any sort.

Another misconception about vampires is their apparent inability to go outside during the day. Whole myths have been written about how a vampire sleeps during the day and only comes out at night, and about how they will "burst into flame" if the sun touches them. While it is true that Nosferatu are more nocturnal than diurnal, the main reason that they prefer not to go outside during the day is a little more embarrassing for them, for it is not nearly so glamorous as bursting into flame. Due to their extremely pale skin, which lacks the ability to tan, they sunburn very easily and very badly, to the point of second- and third-degree burns, within minutes. If a Nosferatu remains in sunlight, uncovered, for more than five to ten minutes, it is entirely likely that they could be in critical condition or even die from the resulting burns.

Whole shops within Nosferatu clans have been devoted to the creation and selling of different types of sun-blocking lotions, potions, and spells. Some have been successful, and are sold throughout the world for the Nosferatu's use, though usually even the most effective sunblock wears off within thirty minutes or so; constant reapplication, therefore, is the norm when using them. Usually, however, the solution is just extra layers of clothing, added until not one inch of skin is showing.

Relations
It is possible for Nosferatu to mate with and bear children with humans and other humanoid species such as Veela and even Garou, though usually inter-species marriage is discouraged. Just as it has been known to be with wizards, blood purity is very important to most Nosferatu, so those who associate with other species in such a way are looked down on. Also, since Nosferatu mating practices generally require the participants to consume large amounts of each other's blood, most other species are not comfortable with the idea of marrying a Nosferatu.

Nosferatu and Garou have long been dire enemies, even going so far at some points in history as attempting to extinguish each other entirely. Some individuals and even whole clans have made friendships with individuals of the Garou, and even a few marriages have occurred, but these are always among highly radical individuals and/or clans: no "sane" Nosferatu would ever willingly associate with a Garou. Generally, they either avoid each other as much as possible or hunt each other until one side or the other has control over a certain area.

Miscellaneous Information
The Nosferatu do have a written language which they do not share lightly with humans and other species, but they tend to speak the language of the country in which they reside. Most modern Nosferatu do not know more than a few words or phrases in their original language that matches the written one, but some historians of the species do still speak it fluently. In fact, the main way in which the written language is carried on is through intricate tattoos, which is another common art among the Nosferatu. Most Nosferatu have at least one tattoo, usually of a symbol or phrase in the old language, but many, more than half, have two or more. Some dedicate themselves to covering their bodies in old language and other symbols, including ones to show their honors and power, much as some Muggles and wizards have done.

Vampires
Information coming soon.

Rating
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About===

Veela are a race of magical creatures that greatly resemble humans and are most reminiscent of the Sirens of Greek mythology. Little is known about Veela as a race but it is well known that female Veela take the shape of unearthly beautiful women. Their skin emits a moon-bright glow and they have long, white-gold or silvery-blond hair. Their tall figures seem to glide when they walk. They are also known to be quite volatile at times in regards to their moods. How full-blooded Veela come into being is a topic of debate as it is unknown whether or not male Veela exist. However, it is well-known Veela are able to reproduce with human men with the resulting offspring being half Veela. Female part Veela inherit the creature’s good looks and ability to stun men, although the effect is less pronounced than if the offspring was a full Veela. Unless the father is a wizard or a muggle with recessive genes, the Veela herself will not have magical abilities.

According to muggle myth, Veela are known as shape shifters, though most alluring in their human form. Predominantly women, though there are some males, they are rather mischievous creatures. They enjoy luring men away from their homes or away from their journeys and dancing or singing so that the men are compelled to join them.

Known Traits/Abilities
Charm: A Veela is born with the natural ability to charm men through their movement, voices, and in the case of full-bloods, simply by looking at them. Often the Veela only has to think about being desirable to be so. When a man falls under a Veela’s charm he will often find himself wanting to be near her and willing perform various acts, which vary in daring, in order to impress. Incessant bragging has also been known to occur. Not all males will react the same way under a Veela’s influence; some will have more of a resistance than others.

Also a common misconception among humans about the relationship between a Veela and her chosen mate is that they are somehow magically bonded. This is in fact not true. It is the Veela’s charm and influence that gives the appearance of her mate being completely devoted to her.

Dancing: All Veela are born with the ability and desire to dance. Their dance is known to be magically seductive and adds to the Veela’s overall charm. Veela music and dance has the power to cloud men's minds and make them want to do insane and self-destructive things in order to secure the notice of these desirable creatures.

Transformation:'' When Veela get angry, they can transform into large bird-like creatures that are akin to Harpies. They develop red eyes and sharp-beaked heads, and scaly wings burst from their shoulders. It is said that they also have the ability to throw fire. The success of a transformation of a Veela depends on their blood purity. Where a full-blooded Veela has the ability to completely transform, a half-blood or less will only take on certain characteristics, such as red eyes, or none at all.''

Full-blood
The affect of a Veela’s abilities is highly dependent on their blood purity. A full-blooded Veela will retain and exhibit all traits and powers associated with the race without exception, including a full transformation if angered enough. Their charm is nearly irresistible and they have the added perk of not aging and therefore appearing to never grow old.

Half-Blood
A half-blooded Veela will exhibit almost all the traits of their full-blood counterparts. Their abilities will be less than that of a full-blood but still pack a punch. Males running into a half-blooded Veela will have a harder time resisting their charm. Half-bloods, when angered, will not transform. They instead will only exhibit small characteristics of the change such as piercing red eyes. Unlike a full-blooded Veela, a half-blooded Veela will age as a normal human.

Note: Because they are half-breeds, half-Veela may come under the same prejudices that befall other half-breeds, such as werewolves, half-giants etc, though they are more difficult to detect because apart from their great physical beauty, they are otherwise identical to humans.

Quarter-blood or Less
Veela that are ¼ or less will either exhibit limited abilities of their race or nothing at all. Abilities like Charm and dancing will be less powerful than that of a half-blood and they do not have the ability to transform.

Disadvantages:
Though a Veels’a charm and dancing abilities are some of their greatest assets, they can also be one of their major downfalls. Sometimes their charm will have the opposite effect on men than they are looking for, luring in those who aren’t ideal or have undesirable intentions. Their charm may draw in unwanted attention and for some Veela this can be more than uncomfortable, mostly in the case of half-bloods or less. A Veela’s beauty is a hallmark of their race, as such makes them hard to forget, which can become a downfall if they need to go into hiding.

Also note: As evidenced by Ron and Harry's own attraction to Fleur when she merely entered the room, a Veela's abilities cannot simply be turned on and off. There is some amount of allure always emitted regardless of whether they want it to be present or not. This is a trait they cannot help.

Rating
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Lifespan
A werewolf's lifespan is typically about the same as a human's, though the roughness of werewolf life can sometimes lower this significantly.

Origins
The year, 1221. The month, February. The location, England. The place, Meredith's Apothecary. The time, 10:30 p.m.

For many months William Meredith had been slaving after hours in the supply room beneath his shop to find a way to polyjuice into a race of beasts which had been plaguing his region. The locals knew them as the "Garou," for the sound they made when transformed. It was nearing the the time of the month when these beasts seemed most likely to attack. For this reason, his wife, Elisabeth, made her way from their home a mile out of town to her husband's shop. What she found was not her husband nor the orderly store room which he usually kept but a deadly beast. Unable to recognize her, William killed his own wife.

The next morning, he awoke naked and blood-covered with no recollection of the night before. While at first he blamed the Garou for his wife's death, working steadfastly on his potion with no knowledge of his intended "success." However, over the next few months, memory lapses began to plague him along with aggression the locals blamed on his grieving, but William, ever the scientist, began keeping a journal. The month his suspicions were confirmed, he infected three others and killed four.

His saliva carried a mutated strand of the protozoan T. gondii and each bite passed it along. The potion, a variant of an early polyjuice potion, had caused the mutation when mixed with the hair of a Garou. Lycanthropy had been created and with it a new beast: the werewolf.

Packs
Packs aren't overly abundant amongst Werewolves. Legislation throughout the year has regulated that, but that doesn't mean there are the occasional packs. However, considering that werewolves lose any sense of pack mentality upon transformation, they really aren't as much of a benefit to werewolves as it might be to a Garou.

Personal feelings toward one's infection also prevents many from seeking out others.

There are exceptions, however. One of the largest Werewolf societies in existence was lead by Fenrir Greyback. The society was formed by those who hated society in general due to the prejudice they had faced as a result of being a Werewolf. Such groups must be careful to avoid being noticed, but there are rumors such a society is still in existence today.

Appearance & Transformation
Werewolves appear just as regular wolves. There are only slight differences in the werewolf's pupils, snout shape, and tufted tail.

Transformations are very difficult for the werewolf. Not everyone survives due to the stress it places on the human body. Should a werewolf not take Wolfsbane, he will undergo transformation with each full moon. The mood changes seem most prevalent in the week preceding the full moon but it varies from werewolf to werewolf depending on personality traits. Transformation occurs over a few hours after the full moon rises, which means it can begin during daylight or after nightfall depending on the time of year and the day. It is extremely painful as joints change, bones and muscles shorten or lengthen accordingly, a snout forms, the skull changes, teeth and nails sharpen, and fur begins to grow.

The resulting beast retains no memory of its human self. It is a beast, plain and simple with one motive: to sate its aggression. It kills without thought or remorse. It does not respond to reason; it would be laughable for a person to try, for death would result before the attempt was completed. A transformed Werewolf would attack or kill even his own family in a heartbeat. It seems to hold little regard to other animals, though in the absence of humans, animal companionship may keep a Werewolf from attacking itself and thereby prevent self-inflicted scars. Many werewolves suffer premature aging from the difficult monthly transformations.

Following an infection, a person might notice a craving for rare meat and other lupine tendencies.

Treatment
While there is no cure for lycanthropy, a potion known as the Wolfsbane Potion can be taken regularly to avoid transformation and lessen the effects of transformation. If one fails to take the potion consistently, he will transform regardless, but should he take it as directed, he will only transform beneath direct moonlight.

Considering the Wolfsbane Potion is difficult to make even for fully qualified wizards, it is hard to come across and can be fairly pricey.

Relations
Werewolf/Garou: All Garou hate those that are not of themselves, and werewolves are no different. They are a mutation formed by a human's failed attempt at becoming like them and far inferior to them. For this reason, Garou and Werewolves do not get along.

Werewolf/Nosferatu: To a Nosferatu, a Werewolf is like a dog or wolf in that they are less predictable and predatory than a human but still an animal to them. They have better relations with them than with a Garou, but that's not saying much.

Werewolf/Vampire: In general, the only time a Werewolf and a Vampire would hold issue with each other would be when a Vampire coven and Werewolf pack have a territory issue. As packs are not inherent to a Werewolf, in theory a Vampire and a Werewolf can get along without problem.

Werewolf/Wizard: The relations between a Werewolf and a Wizard depends upon the Werewolf's feelings toward the constant changes in Wizard legislation toward them. It also depends on the prejudice a Wizard might have toward Werewolves in general. Currently, regulation does not extend much beyond registration with claims it will help ensure they get treatment; however, it does open them up to more prejudice as their identities are more easily found out as a mark is made on their Bloodwork paperwork so their actions are more easily tracked. Such legislation is what made rumors of a revival of Fenrir's old society begin to spread like wildfire. The Williams Regime has sought alliance with them in lieu of their former alliance with Voldemort.

Strengths
A Werewolf's main strength lies in its indiscriminate aggression when transformed. It views humans as a threat and will attack and potentially without discrimination, often without regard to itself.

Unlike most muggle lore states, Werewolves do not have increased healing abilities.

Weaknesses
Werewolves can be killed and injured just as any normal wolf. Silver does not hold a particularly depressing effect on them and instead affects them as most everything else will.