The Werewolf Cult Idea In a Nutshell, posted April 1, 2012
I gave Marae some of my idea about the werewolf cult on the A&C but my mind is still dwelling on it. I think it best not to go there if other writers already have ideas about where that's going to go. But since it had been bugging me today, here's the summary for anyone interested.
The 'cult' in question that chased the werewolves out of the caves are comprised of feral screaming teenage lycanmaniac fangirl nymphs. They mob any werewolf in the open, constantly fantasizing about them "wolfing out" and rescuing them from their plight, whatever that may be. Think "Team Jacob". They came in with the merchant caravan (since it's a traveling mall of sorts) and have set up a sort of tent city in the valley below the stronghold. They have a couple of high-powered telescopes with which they spy on the stronghold, and if any movement is detected the valley echoes with a creepy chorus of "squeeeeeeeee!"
Naturally, these werewolves live in utter fear and revulsion of these nymphs. Letting the wolf out is kind of a private thing for them after so many centuries of it being a taboo subject. The leader of the society explains it to the explorers as 'might as well ask any of you to do a striptease for their enjoyment'. Tully would reply, "that's not so bad", get an elbow nudge from Marae, then say, "oh, yes, very bad," then get another nudge, then say, "it depends on the tipping", to which Marae would then smile and nod in agreement because that's the Nyrond she knows and loves. But, I digress.
When the werewolves first arrived in the Now Here they lived in caves for shelter while the development of their domiciles on the mountain was under construction. Back then there wasn't quite the widespread mania there is now, as there was little sympathy for lycanphiles, but every so often a few would find and come through the Faerie gate and be a total nuisance. Many years back, a band of Nyronds sold them some parts from a vending machine as talismans and charms to ward off the horde, as well as atomizers of "satyr pheromone" which did kind of smell like old goat. None of these things had the desired effect, and by the time they discovered this the Nyronds were far gone. Therefore they had to invent their own security measures.
The road to the gateway of the stronghold is rife with booby-traps. A sparkly bracelet serves as bait for a snare. A trained guard badger lays in wait in its den. A spirit catcher traps anyone who might try to astral travel their way inside. Signs point the wrong way. A pressure mine is disguised as an industrial sized can of Bumble Bee albacore. Mirrors on the towers foul up any photographic attempts. You get the idea. They want to be left alone and in peace. Thus it's on the intrepid and clever forumites to find their way around these traps. When they finally reach the gate, the hooded sentry argues with them because he is reluctant to let Tasha in due to her young age - until he realizes she's a wulf and hurriedly admits the group inside.
The problem is, the werewolves control the Faerie gate, which is sealed with a big round metal door. They're not about to tell the group where this gate is or how to open it, of course. They don't want to open that door and let more nymphs in! When the group does discover the door at the back of one of the old caves, it's strangely reminiscent of a Journey Door - only with a paw print instead of a spiral hand. You guessed it - touching five paw print journey cloths unlock the door which reveals a grotto where the Faerie gate awaits. Along the way, they tell the tale of the werewolf quest for peaceful existence.