While many People of Alternate Species (PAS) probably exist in the world, Anatomy of the Uncanny has chosen to start with the classics - vampires, werewolves and witches. Each of these species have three playable designations, built-in connections, and unique abilities. We have worked hard to do a deep dive and develop a rich, distinct culture for each, and we can’t wait to share them with you! Over the next few days, we’ll be dropping Creature Features like this one to highlight our favorite parts of the exciting lore we’ve crafted for each of these PAS communities.
Where wolf? There wolf! Werewolves are the mythologically maligned shapeshifters most common in Fiddlehead, capable of great feats of supernatural ability and, of course, turning into a wolf (or wolf-man) under the full moon. Being a wolf means, at its core, never being alone again. For some, this is a dream come true: a built in support system that will put the community first and ensure one’s success. For others, a pack is a nightmare of busybodies that all want into each other’s business.
Werewolves have two forms, the bipedal and the quadrupedal, one of which they generally have an instinctual preference for and the other of which they must cultivate consciously to achieve.
Werewolves can change at will, but must change the 3 nights of the full moon.
Werewolves biggest strength is their community, and this is more than just a saying — wolves have a sense of their own pack so long as all parties are within their territory. If a packmate is distressed, other werewolves will know and gravitate to their aid.
Want to know more? Read our full breakdown of werewolves here!







