Upheaval in Zhaltssom
Werecreatures are not their own breed in Zhaltssom, but rather they are what happens when divine agents (angels, demons, what-have-you) bond on a metaphysical level with mortals. So far, the known breeds and the deities they associate with are as follows:
Werewolves: The most well-known of the werecreatures on Zhaltssom, these are associated with Hati, the god of imprisonment. They usually appear in wintry areas and are the most apt of the werecreatures to taking prisoners and tormenting them.
Wererats: Unlike the plague-ridden creatures known in other settings, wererats in Zhaltssom are associated with Kaso, the god of fire, vengeance, and freedom. They are considered the craziest of the werecreatures due to their fanaticism.
Wereravens: The most literate of the werecreatures, wereravens are associated with Amun, the god of truth and mysteries. They tend to speak cryptically and have a bizarre sense of personal space and property.
Wereleopards: In close running with the wereravens for literacy, wereleopards are associated with Ose, the god of truth and madness. They occasionally get mistaken for rakshasas, but regardless, they tend to spend a lot of their time influencing nobles.
Werebulls: Occasionally mistaken for minotaurs, werebulls associate with Belphegor, the god of invention and disease. They are also the greediest type of werecreature and the most dedicated to their pursuits.
Weregoats: The magically-inclined weregoats associate with Baphomet, the god of magic and torture. Despite their very evil and sadistic bent, they can be one of the most helpful when communities are in danger – after all, no community means no one to use for their own pleasures.
Weredragons: Weredragons are associated with Tiamat, the god of storms and catastrophes. These are the most evil of the werecreatures, and their existence in an area is often enough cause to abandon whole cities.
Weresnakes: Weresnakes are connected with Yurlungr, the god of life and fertility. These are easily one of the most helpful werecreatures to mortals, and the most pacifistic.
Werebears: Even the deities not tied to animals have their own werecreatures, for werebears are associated with Asha, the god of justice and the sun. They are some of the most militant and preachy of the werecreatures, but they know well enough to show mercy.
Wereboars: Wereboars are associated with Barong, the god of battle and protection. They are the most willing of the werecreatures to sacrifice themselves for the sake of others, but Barong’s protection means they survive much more often than they should. They are also the most capable of soaking damage caused by their vulnerability (in their case, obsidian).
Werecreatures, for all their might and power, have some crippling weaknesses. First, their divine side does not tend to show at all unless the individual is within a certain age range, for fear of overtaxing the body during transformation. Second, the transformation leaves the mortal side with no memory of what happened unless the bond is strong enough. Third, the time when the divine side manifests depends on the breed of the werecreature in question, even if it is often “at night during a full moon” as most commoners believe. Finally, one or two compounds – which vary by breed – can bypass any of their resistances and deal them great harm.
As a general rule: evil werecreatures are vulnerable to silver, good werecreatures are vulnerable to obsidian, chaotic werecreatures are vulnerable to jade, lawful werecreatures are vulnerable to cold iron, and truly neutral werecreatures are vulnerable to rare gemstones (particularly corundum and beryl – in other words, rubies and sapphires in the first case and emeralds in the second).