Wildfolk
Wildfolk ("Beasts of the Feyblood")
The Wildfolk of Aeloria are a race deeply intertwined with the primal magic of the world. Neither fully human nor fully beast, they are a blending of both, their forms bearing the unmistakable touch of nature’s spirit. While they possess humanoid features, they are marked by their fey ancestry—animalistic traits such as keen eyes, sharp ears, prehensile tails, or furred markings. Some have wolf-like ears, others the striped patterns of a great cat, while some may bear clawed fingers, fox tails, or taloned feet. Scolars theorize that their connection to nature and animals may be related to the spirit animals associated with the Gods. Wildfolk who show ancestry of one of those spirit animals are often thought of as connected to the animal.
Wildfolk are thought to be the last remnants of an ancient fey experiment—beings born to walk between the wilds and civilization. Some legends claim they were once guardians of the natural world, placed upon Aeloria to maintain balance between the fey and mortal realms. Others whisper that they are the descendants of shapechangers who chose to remain in their half-shifted forms, forever bound between two natures.
Though diverse in appearance, all Wildfolk share heightened senses, an instinctual bond with nature, and an uncanny ability to adapt to their surroundings. Many live as wanderers, mercenaries, or hunters, but some have found their place in cities, serving as scouts, diplomats, or even spies—able to track a foe through a crowded city just as easily as through a dense forest.
However, the Wildfolk struggle against deep-seated prejudices. Many believe them to be cursed or touched by fey trickery, leading to mistrust from humans and other races. Some embrace their heritage with pride, while others hide their more beastly traits to better fit into society.
- Common Traits: Heightened senses, superior agility, and a deep connection to nature or the fey. Some Wildfolk have enhanced reflexes, night vision, or a strong affinity with animals.
- Typical Roles: Hunters, scouts, rangers, druids, spies, or lone wanderers.
- Lifespan: 100-150 years.
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