» Sat Sep 08, 2012 4:36 am
Werebears have an established presence in skyrim according to lore.
The best way I can think of to introduce them that's lore friendly, is to introduce them with a DLC with a plausible explanation for them not being there at the start. Something like this:
Some sort of curse/magical effect is forcing the wild werebears/werewolves into hiding, it could be from another daedric lord (Hircines foe perhaps), but once you download the DLC something the dragonborn does removes the curse/magical effect and werebears/werewolves storm back into skyrims lands.
This comes with the possibility to catch the werebear version of lycanthropy from wild werebears, and a more unstable version of the werewolf lycanthropy. Then you'd have three different beast forms (can only have one at a time):
- Companion werewolf lycanthropy, this could be weaker, slower and less durable (reduce the effectiveness of the current companion werewolf strain) than the wild werewolf strain, but you have more control, you don't forcefully change. This strain was created by hircine worshipping witches (as explained in game) which could explain why it's not as strong as the 'wild' version that hircine himself created. Hircine doesn't also have as much direct control, so they don't forcefully change.
- Wild werewolf lycanthropy, stronger, faster and more damaging. You can catch this strain from wild werewolves.
- Wild werebear lycanthropy. This beast form is slower, more durable and deals more damage than the wild werewolf form.
I'd like a mechanic for werewolf sneaking, allowing you to 'hunt' in the form. This could help separate werebears and werewolves. WB could be all about dealing damage, charging into combat, whilst WW could be about sneaking around, hunting etc. Both wild versions have forced transformations, they could do a 'full moon' type deal or just a random time.