The werewolves in Tanya Huff's book "Blood trail" aren't what most would expect. They aren't human, never have been human and will never be human. If they bite you, you hurt and you bleed but you don't turn into a werewolf yourself. They're a different species and they can turn into their 'fur-form' at will. Clothes stop the change, so the werewolves don't like clothes much but wear them in public. They look younger than they are and mature later than human. They are stronger, faster, more flexible and more resilient than humans. A poison that'd kill a human in seconds would take minutes or even hours to kill a werewolf. And werewolves can clean out infection or poison of wounds by changing form a few times. They have a legend concerning their origin. I cite from the book: [...]according to the oldest of their legends, they're the direct descendants of a she-wolf and the ancient god of the hunt.[...]That one's pretty much consistent throughout all the packs, although the name of the god changes from place to place. When the ancient Greek and Roman religions began to spread, the wer began calling themselves Diana's chosen, the hunting pack of the goddess. Christianity added the story of Lilith, Adam's first wife, who, when she left the garden, lay with the wolf God created on the fifth day and bore him children. The werewolves believe in the existence of different gods, they accept and respect them but don't worship them. The fur-form of these werewolves is mostly mistaken for a very very large dog with a wolf somewhere down its family tree. The fur has mostly the same colour as the hair of the two-legged form. Most werewolves are practically colourblind, and they're useless at drawing maps. But due to their sense of smell and hearing they'd never get lost (in fact, getting lost is a foreign concept to them). Silver in itself doesn't harm them, but they're mortal. Even in human form, they tend to react like wolves. If put under stress (intense joy, mourning, shock) they feel a need to howl. They growl if challenged. Showing too much teeth while smiling might be interpreted as a challenge. Werewolves don't mate with humans because humans don't smell right.
No one actually knows where these immortals come from. They are found as children, adopted by mortals and grow up quite normally, though immune to disease or infection, until their first death. After that they wake again and no longer age. Wounds heal quickly and without scarring, except for wounds at the neck/throat. They can only be killed if their heads are cut off. The Game refers to the process of immortals fighting elimination duels until only one is left standing. The Gathering refers to the effect that immortals feel driven to search out other immortals and challenge them. A Quickening is what happens when an immortal's head is cut off by another. That immortals memories and strength are transferred to the winner. A Dark Quickening is what happens when the killed immortal's personality overwhelms the winning immortal. This may happen both ways: Turning an evil person good or vice versa. Holy Ground, no matter the religion/belief it belongs to, is safe. Immortals do not fight on Holy Ground. It has been tried, and the effects of a Quickening there are devastating. See Pompeii.
Information that may come in useful
Tanya Huff's Werewolves
The werewolves in Tanya Huff's book "Blood trail" aren't what most would expect. They aren't human, never have been human and will never be human. If they bite you, you hurt and you bleed but you don't turn into a werewolf yourself. They're a different species and they can turn into their 'fur-form' at will. Clothes stop the change, so the werewolves don't like clothes much but wear them in public.
They look younger than they are and mature later than human. They are stronger, faster, more flexible and more resilient than humans. A poison that'd kill a human in seconds would take minutes or even hours to kill a werewolf. And werewolves can clean out infection or poison of wounds by changing form a few times.
They have a legend concerning their origin. I cite from the book:
[...]according to the oldest of their legends, they're the direct descendants of a she-wolf and the ancient god of the hunt.[...]That one's pretty much consistent throughout all the packs, although the name of the god changes from place to place. When the ancient Greek and Roman religions began to spread, the wer began calling themselves Diana's chosen, the hunting pack of the goddess. Christianity added the story of Lilith, Adam's first wife, who, when she left the garden, lay with the wolf God created on the fifth day and bore him children.
The werewolves believe in the existence of different gods, they accept and respect them but don't worship them.
The fur-form of these werewolves is mostly mistaken for a very very large dog with a wolf somewhere down its family tree. The fur has mostly the same colour as the hair of the two-legged form.
Most werewolves are practically colourblind, and they're useless at drawing maps. But due to their sense of smell and hearing they'd never get lost (in fact, getting lost is a foreign concept to them). Silver in itself doesn't harm them, but they're mortal.
Even in human form, they tend to react like wolves. If put under stress (intense joy, mourning, shock) they feel a need to howl. They growl if challenged. Showing too much teeth while smiling might be interpreted as a challenge.
Werewolves don't mate with humans because humans don't smell right.
On Immortals and the Game
The Game refers to the process of immortals fighting elimination duels until only one is left standing.
The Gathering refers to the effect that immortals feel driven to search out other immortals and challenge them.
A Quickening is what happens when an immortal's head is cut off by another. That immortals memories and strength are transferred to the winner.
A Dark Quickening is what happens when the killed immortal's personality overwhelms the winning immortal. This may happen both ways: Turning an evil person good or vice versa.
Holy Ground, no matter the religion/belief it belongs to, is safe. Immortals do not fight on Holy Ground. It has been tried, and the effects of a Quickening there are devastating. See Pompeii.