In myth werewolves where much different then they are portrayed in the movies, it was for example an undead form that came forth during the full moon rather then the living and breathing werewolves with which we are most familiar. In the sixteen hundreds it was believed that were wolves where in fact sorcerers who took the form of the wolf to kill those who had angered them or for battle. Much of what the werewolves where was people who had made some deal with a magical entity in order for power. Gaining a salve and a girdle which would change them into wolves. At times whole tribes especially those forced into hiding or to flee from their homes would choose the transformation. In fantasy role playing games this same idea of the purposeful transformation through the use of magical potions could be utilized to turn whole peoples into werewolves. Such transformations would allow the game master the opportunity to create a fearsome opponent that would be more interesting in for the RPG. In many massive battle situations, in which some dark ruler is attempting to take over the world the villain’s minions are often stupid or weak, having merely numbers on their side. In the case of werewolves the opponent could be cunning and strong, though fewer in number they would be impossible for larger forces to catch and thus would require smaller groups. The werewolf strategy in such cases could be quick attacks within a city, hidden among the populace. Indeed in 1542 it was said that Constantinople was plagued by werewolves among the populace. Another potential strategy of the werewolves would be to prevent the transport of food, making it so dangerous for the people to move food, hunt, or farm in some areas that the risk of starvation becomes very real. This in turn would play into the hands of the werewolves as starvation would lead people to do things they might not otherwise. For example in folklore the eating of an animal killed by a werewolf would cause a person to be cursed as a werewolf. As the people starved the werewolves could leave them dead animals in and around their village, causing many people to choose lycanthropy over death, and so would increase the armies of the werewolves. In England historically the wolf was so feared that people where given land grants in return for the agreement that they would kill all the wolves in the area. While this is a sad fact of history, it can be used in role playing games, in reasons over run with werewolves and other such creatures, people like the player’s characters could get the grants. Or the characters could get ready jobs working for those who have gotten such grants helping each clear their land in turn. As with England this could lead to the end of the creatures being hunted. Then what happens to the pc’s and the world as a whole?
Right up there with mythical swords that blaze with fire, legendary armors that can wreathe a hero in fire, wizard's staves that...make the mage...better at casting fire...huh. Anyway! Right along those powerful if not versatile devices in fantasy stories and games are pieces of jewelry imbued with magical powers. From the religious jewelry or holy symbols that priest-class characters often use to cast or enhance their spells to powerful rings that can ward against harm to mighty amulets that can bind extra-planar creatures to the wearer's will, magical jewelry is a staple of fantasy characters.
In most role playing games, there are limits to the amount of enchanted jewelry and other magical items you can have and use. This is often done as a sort of "body slot" system, where a given part of your body can only hold one magic item of a given type. This is often used as a balancing factor against an abundance of magical jewelry; if it weren't for being allowed only one ring per hand slot, enterprising and wealthy characters would gladly equip a different ring for each of its ten fingers, or maybe two or three rings per finger.
Where magical jewelry is concerned, the most common body slots to use are the two hand slots (one ring per hand), and the neck slot (for an amulet, necklace, or the like). Earrings do not seem to get much love, although a case can be made for using the head slot (normally reserved for hats, helmets, or, for those who want to be decked out in magical jewelry, tiaras, coronets, or crowns) for such things. Bracelets often use the "gloves" slot, which is also focused on the hands, cheerfully destroying whatever logic there was about certain parts of the body only being able to have so much constant magic applied to them, if indeed any logic was given.
One of the advantages of enchanted jewelry is it tends to have less of a themed functionality than other forms of enchanted equipment. A magic sword is probably going to have damage-causing effects, magical boots will enhance travel, hats will increase mental attributes, and so on. Rings, amulets, and other forms of mystical, psychic, or religious jewelry, however, will likely have a much wider selection of effects. This also means that there are likely to be more pieces of magical jewelry found in a given game than magical clothing. Weapons, of course, are still by far the most common.
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