TEMPERAMENT AND LUPERCALIA
Shifters are the descendants of lycanthropes and humans. Not necessarily first-generationally either. Sometimes called “Weretouched,” shifters can display animalistic features even if neither of their parents showed any outward signs.
They are usually socially solitary and tend to be quiet in mixed group settings. Not so when gathering with other shifters. When with shifters of their own “species” (swiftstride, longtooth, beasthide, etc), they are more relaxed, apt to wax nostalgic or make a toast. When around other types of shifter, this gregarious nature tends to turn decidedly more rowdy.
This is fairly unnoteworthy in most situations; if said rowdy intersection takes place where other races outnumber the shifters present, we’re talking opposing sports fans in a bar, at worst. And even if shifters are the majority, 11/12 of the year, the absolute worst it will get is rock stars wrecking a hotel room.
But in the month of Olarune, it’s a different story. Whether it’s to do with a seasonal pheromonal shift, or some more likely connection to “Olarune’s Blessing” (as druids and Eldeen shifters refer to shifter powers), the second month of the year affects shifters heavily. Really heavily. Shifters purposefully avoid other types of shifter during Olarune. They purposefully avoid large groups of shifters of any kind that month. It’s a month for meditation or solo hunting/drinking/studying. Or it’s a month for spending time with non-shifters (although that is a much less common pastime). Because if a bunch of shifters were to get together in Olurane, it would result in a dangerous —and hyper-sexual— state called a Lupercalia: an unstable middle ground between an orgy and a bloodbath. There’s no clear number for how many shifters it would take to cause a Lupercalia, and any quantitative study of that sort of thing would require a truly evil research organization (Know any?).
In the 800s YK, lycanthropy was, out of nowhere, a major concern for a large swath of the population of Khorvaire. Whether from a confluence of moons or some darker magic, the curse was suddenly able to be spread by anyone bitten by a lycanthrope. Were rats, werewolves, weredolphins, and more: all were proliferating at an alarming rate.
Simultaneously, the Keeper of the Flame at the time, Jolan Sol, The human speaker for the will of the Church of the Silver Flame, was attempting to expand the church’s reach into Aundair, where the lycanthropes were causing massive problems not just infecting people but also decimating their livestock. Keeper Sol saw an opportunity to maximize the Silver Flame’s marketability while making some of the more militaristic factions within the church’s current ranks happy. He declared that this lycanthropic surge would be met with an equal and opposite lycanthropic purge.
From 832-882 YK, the Church of the Silver Flame launched The Silver Crusade, a zero-tolerance campaign to stop the spread of a mutating lycanthropic curse. As part of that purge, many shifters were killed, not out of confusion, but out of bigotry. Eventually the Church decreed that its more overzealous (read: ‘violently racist’) knights were to leave shifters alone, but by then a lot of blood feud had built up on both sides. To this day, over 100 years later, there are knights of the Silver Flame out there who consider shifters to be one bad day away from a lycanthropic rampage. Also to this day, there are shifters who would just as soon rip out the throat of a Silver Flame paladin as look at them.
ARE YOU READY FOR SOME HRAZHAK?
One of the three most well-known/infamous spectator sports in Khorvaire (SEE ALSO: Six Stones, Skyblades), Hrazhak is primarily a shifter game, played like full-contact Capture The Flag. More than full-contact, actually, since most full-contact sports don’t allow claws and fangs to be employed quite so liberally. While (super)natural weapons are permitted, magic is prohibited (both spells and items), as are all other weapons and armor. Normally played with two teams of seven shifters, substitutions are possible. Tieflings have often been welcomed in because of their sizable horns, but most other races are not seen as able to hit the overlap between A) hearty B) savage, and C) likely to stop hitting other players before killing them.
Standard gameplay involves a bounded 100x50yd stadium field featuring outcroppings, structures, and various traversal methods. Design is up to the event coordinator, and a regular contest prize in Sharn is “Design The Next Hrazhak Field!” Teams place their respective Hrazhaks (usually stones the size of a large vase), and disperse around their half of the field. When play begins, players try to literally knock out the other team and be the first to have both hrazhaks touching on their half of the field. Healers are on hand to stabilize and keep players alive, but as soon as a player has been magically healed, they are out of the game until a winning team has been announced. Thus, training often involves on-the-fly non-magical first-aid techniques to bandage wounds and keep going as long as possible.
One game of Hrazhak usually lasts under three minutes. Gamedays in Sharn revolve around four teams in a single-elimination tournament and matching losers bracket; six games, 18 minutes of actual play maximum. Most of the event is spent on commentators and divination-style replays of key moments. Most capital cities have a Hrazhak team, as do the largest population centers. Shifters in general are fans of the sport, but not the event or the organization, as commentary is usually led by humans and half-orcs moderating discussions with former Hrazhak players. And there is a Lot of commentary.