Morphs

A morph is a were-creature, that is, a human being that can draw power from a totem animal, often by acquiring its physical characteristics either partially or totally.

Types of Morphs

Shapeshifters
These are the “original” morphs. A number of practitioner bloodlines of great antiquity (older even than Lillith) are involved. The shapeshifter could transform into the totem animal only through a combination of ritual and will. Some lineages split from these original bloodlines to become true morphs, able to change at will (without the ritual).
Psycho-Morphs
These morphs do not take on any physical characteristics of their totem animal. Most have become their animal in their own minds either through a conscious separation from reality or through insanity. Psycho-Morphs will “act out” the characteristics of their totem animal, sometimes crawling upon the ground and attacking people. Very few Psycho-Morphs have been welcomed within the Morph Community.
Spirit-Morphs
These morphs range from a shaman who can “spiritually” connect to his totem animal to priests that can transport their souls into certain animals. Although counted as morphs, they cannot physically turn into their totem animals, except in rare cases. For example, see Artefacts, Shaman Jaguar Mask.

Spirit-morphs usually take on the intellectual aspects of their animal. A shaman connecting to his totem hawk will become more insightful and keen in judgment. A shaman connecting to his totem wolf will act more industrious, be more cunning and demand more social interaction. Priests throwing their souls into an animal do so mainly to gain the wisdom of that animal.

Alpha-Morphs
The “classic” were-wolf is very typical of the Alpha-Morph. These are morphs that through magic, heredity, or curse can physically transform into their totem animal. There are varying degrees of Alpha-Morphs. Some take on just the slightest hint of animal characteristics, while others turn almost completely into a representation of their totem animal. There is an Alpha-Morph form of practically any animal you care to name, including spiders.

It would be difficult to list all of the types of Alpha-Morphs known since they make up the majority of the Morph Community. There are the typical were-wolves, and were-cats, but all come from different tribes, clans, and families. In fact there are as many diverse Alpha-Morphs as there are civilizations on earth. However there are some oddities out there.

Solitary-Morphs or “Monks”
These morphs spend their entire lives in their animal form. They are the “monks” of the morph world, separating themselves not only from humanity, but also from the rest of the Morph Community as well.
Halfers
A magickal mutation. Long ago a cursed morph attempted to rid himself of said curse. He was an Alpha-Morph—Wolf that could not turn himself back into a human. Through a magickal ritual, he tried to bring the human part of himself back out. He almost did it. However, instead of becoming human he became half-human and half-wolf. This sent him over the edge and he went insane. Unfortunately, he impregnated several women (some morphs, some not) before he was finally put down. The lineages of this morph are known as Halfers. They generally have the same inability to change and the same unstable minds.
Faux Purebloods
These are Alpha-Morphs that, through magickal means, have transformed themselves into “seemingly” Pureblood-Morphs. They are usually Alpha-Morphs with a great connection to magick. They are also looked on as traitors in the Alpha-Morph community.
Pureblood-Morphs
Technically these morphs are connected to Alpha-Morphs. They basically share all the similarities of Alpha-Morphs, except that Purebloods become the complete embodiment of their totem animal, both physically and mentally. Purebloods are very rare, but can appear within a Alpha-Morph line. Purebloods are always born; there is no way to “become” a pureblood if you not already one (Faux Pureblood classification, notwithstanding). In extremely rare cases a Pureblood is born within a line of cursed morphs, but it is virtually unheard of. The Chattans seem to be the exception to the rule and it is still a mystery as to why this has occurred. A Pureblood-Morph may be an Ancient.
Magickal Pureblood-Morphs
While all morphs have a connection to magick, that connection is only a catalyst that sparks the transformation. In other words it is magick that makes them a morph. This is true with all Alpha-Morphs and Purebloods, with only one exception. The Magickal Pureblood is a morph with a direct connection to magick. They can actually perform magick while in morph form...without the use of spells, charms, or talismans. Their connection with magick is so strong that if they will it, it will happen. Many believe that the Magickal Pureblood is only a myth.

“Species” of Morphs

Within morph clans and families, the animal species remains the same. A family of were-wolves won’t suddenly have a child who is a were-rat among them. This is actually a pretty strict rule. Species can mate outside their own kind, but as in the real world they would bear no offspring. A were-wolf and a were-panther coming together would yield nothing. However, a were-leopard and a were-jaguar might; the animals’ genetics are close enough that they could have offspring: a were-mutt.

Although most morphs can be killed like anything else, this doesn’t mean they are easy prey. Hardly. Most Alpha-Morphs stand a good foot (30 cm) taller than when in human form. They are extremely strong and take on, to the nth degree sometimes, the abilities of their totem animal. Add to this the capabilities of a human reason and manipulation and you start seeing a rather formidable package.

Were-Wolves The typical were-wolf has the cunning, speed, agility, endurance, diligence, and constitution of a wolf and the rationality, imagination, talent, and opposable thumb of a human.

Alone, a single were-wolf is not very daunting. They are actually fairly low on the totem pole. However, when were-wolves hunt or stalk an enemy, they do so in packs. In packs they are some of the most formidable of all morphs.

Were-wolves are not generally aggressive, unless there is a dispute over territory. They are also the prima donnas of the morph community with their “escapades” the stuff of legends.

It should be noted that most morphs still retain a portion of human reason. However, if the animal were extremely aggressive or primal, the instincts would be hard to overcome.

Were-Foxes It seems that these morphs like Japan for some reason. The greatest percentage come from that area, where they are generally known as kitsune. They are not generally very aggresive and they have been known to dally with humans, especially practitioners.
Were-Coyotes These morphs are typically loners. They are almost cat-like in their demeanour and act very odd in both their morph and human form. They love to howl and are typically seen in the Southwestern United States. They are one of the least aggressive of all the canine morphs.
Were-Cats
(Lions, Leopards, Tigers, Jaguars)
These Morphs are usually lone stalkers, except for were-lions who stalk in prides. While the were-tiger is the strongest of all were-cats, it is the were-jaguar that is the most daunting. Were-jaguars are always strong with magick.

The were-cat is a strong morph. They have unspeakable cunning and agility. Their claws and fangs are extremely lethal. The main problem with were-cats is they are generally aloof and have little to do even with their own kind. Needless to say, they are not very friendly with other animal morphs either. Were-cats generally like to be left alone and if they are, no problems will arise.

Were-Boars These morphs are either extremely aggressive, do not associate with any other of the animal morphs, and either they are disturbed to the point of insanity or they are completely docile and civilised. The reasons for this split is that during the Portal Wars were-boars were used as weapons and killed many other morphs, witches, and even vampires. The Wizard Timon (the First) cast a spell that would bring back the humanity of all the were-boars. It succeeded, but it also later spawned a different breed of were-boar. Unfortunately these morphs are cursed with self-loathing.
Were-Bears Undoubtedly the most formidable of all the singular morphs is the were-bear. Its pure brute strength makes it a king among the morphs. Oddly enough most were-bears are not aggressive. They attack only when provoked and seem to get along with most other morphs.
Were-Reptiles
(Crocodiles, Lizards, Snakes)
These morphs share the general tendencies of their animal types. Many are not aggressive until you bother them. Generally speaking, they do not suffer from the torpor that troubles chilly reptiles. The exception would be Purebloods in their animal forms.
Were-Tarantulas Imagine a nine-foot (three-metre) tarantula with the head of a human...well, sort of human. Were-tarantulas are actually not that lethal or aggressive. They are simply terrifying to see.

How to Become a Morph

There are three ways to become a morph.

Heredity
Most morphs are born that way. They are born into a family or clan with the ability to transform into a particular totem animal. The animal species stays the same within a family.
Magick
Sometimes a witch or wizard can become a morph through the use of magick. These morphs, like all morphs, can use magick in morph from, but only by using spells, charms, or talismans.
Curse
Sometimes a human can be cursed into being a morph for vicious crimes against humanity, nature, or even themselves. This is rare and is usually not induced by any practitioner, but by magick itself.

Morphs can “shift” at any time, unless they are cursed. Then the shift depends on the conditions of the curse. Some curses have the morph shifting only when he or she is happy, sad, angry, and so forth. Some curses also work by the cycle of the full moon.

Morphs and the Craft

For many morphs, the only magick they ever possess is the ability to transform. Therefore, sometimes morphs will align themselves with a witch or wizard. This way morphs can learn from the practitioner and develop his or her skills. Of course, some morphs leave all magick to the practitioner, believing that doing magick themselves disturbs the balance of nature. (This seems to be a somewhat minority view.) In the Great War, Deus Lupus used wizards as weapons against the rebellious morphs. Warring clans of morphs have often used wizards against their enemies, a practice dating from the Portal Wars.

Morphs separated from their clans or packs can usually find refuge with a practitioner, due to an ancient custom that demands that wizards mentor morphs in magick for their involvement in the Portal Wars. (If you ask whether it’s the morphs’ involvement or the wizards’, then the simplest answer is “Yes. Both.”)

Morphs who do study the Craft as if a practitioner progress through different magickal stages, based on how well s/he can perform spells and how magickally depleted the morph becomes by changing form. These stages apply to all morphs.

For the purposes of general magickal ability, a morph has the same direct connection to magick that a born-witch does; however, for a morph, the magick channels first into the transformation rather than into spell-casting ability. Therefore, morphs have to exert extra effort to channeling their magickal energies into the effect they want. Of course, some morphs are also born-witches, which makes their magickal abilities more powerful and perhaps less arduous.

  1. An Early Morph can learn to do simple spells, but not much else. Most of his or her magickal ability is wrapped up in being a morph. The magickal energy is drained just by changing.
  2. A Medium Morph can do more complex spells and the act of changing will not drain him or her as much.
  3. The Wizard Morph has the same powers as a full blown Wizard and is not drained by changing form. This can result in the morph shifting back and forth between human and morph forms without really noticing.

A morph who does not study the Craft remains an early morph. Some morphs may never make it past early or medium morph stage. The reasons for not advancing further are varied and depend on many factors, including the morph’s desire to learn.

How to Kill a Morph

For the most part, morphs can meet their demise just like any human. Being a morph does not constitute any particular susceptibility or immunity to anything...with two exceptions. Purebloods and some cursed morphs can only be killed in certain ways.

A pureblood-morph can only be killed by another pureblood. No one really knows why this is so. Some theorise that purebloods are protected by magick because their connection to magick is so intense. However, a sword was made that can kill a pureblood. It’s the only known weapon that can kill one. The sword is now in the possession of Corrine Melpomene Chattan.

It is told that some cursed morphs can only be killed with certain items. This may be where the “legend” of the silver bullet came from. Mostly these curses incorporate an item that has been blessed by a priest, witch, or wizard. In one case it is told that the morph can only die by her own hand or by another morph within her own family.

Other Notes

What happens if a pureblood-morph mates with the non-magickal animal? The result is a morph-child. Such a person is likely to be unable to change out of animal form, but will possess more intelligence than the usual animal. One example of this is the black leopard Othello.

A well-practiced wizard morph would find it a relatively simple exercise to transform into a creature other than his or her totem animal. With the basics already there, it’s just a matter of adjusting parameters. Morphing into a creature that is much larger than one’s usual mass expends large amounts of magickal energy and can make one vulnerable to attack.

Practitioners have spells for morphological transformation of oneself or some other person. These activities have no relationship to morph magick.

See also:

People

Were-boars:

Were-coyotes:

Were-foxes:

Were-leopards:

Were-wolves:

References



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All content copyright © 1999-2002 by Jamie Robertson unless otherwise noted.

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