Wildlings in Mother's Land | World Anvil
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Wildlings

One of Mother's oldest children. Wildlings are bipedal humanoids with furred digitigrade legs ending in hooves. They have small tufted tails and horns that can range from the barest of nubs up to racks so large they have to be broken so the wildling can even stand.   Shades of brown from almost-black up to tan are the most common fur colors, though rarely true black, white, and grey can appear. Most fur is solid-colored or a smooth gradient from hips to hocks. Skin colors range from pitch black up to an olive brown. Eye colors are usually black or brown, but there are tribes with green eyes.   Hair color universally matches fur. The humanoid parts are usually quite hairy - even women have heavily furred arms and backs.   Wildlings are producers of wood magic. What type of wood magic depends heavily on when the tribe is most active. Night-loving tribes usually produce lunar-aspected, while day-active tribes can sometimes produce solar-aspected but more often produce unaspected pure wood magic. A naked wildling will produce small amounts of magic just as they breathe, with more concentrated magic deposited when they defecate or urinate. The trail of magic attracts predators, though, so many modern wildlings wear emerald jewelry designed to drain off all of the breath magic and most of the other, leaving just enough to give minor fertilization where they leave deposits.   Wildlings are largely foragers. Their stomachs are strong enough to digest a wide variety of plant masses. Wildlings also have specific reseeding rituals after their meals, which results in the nomadic tribes enriching the forests they travel through in more ways than one.   Tribes usually have a yearlong migration pattern, with semi-permanent settlements along the way. They come to a settlement, stay a month, then move on to the next one. Most wildling routes have four to eight settlements along them, mostly populated by the old, the sick, the pregnant, and those with young children. These settlements weave, make baskets, and otherwise do what they can to help. The nomadic ones browse for food, stock what they can and eat what won't keep, then deliver the foodstuffs to the next settlement down the line.   Wildlings have multiple natural predators and pests. Dragons are often attracted to their trails, and the hunting of dragons is one of the more valued tasks. [X] are large enough and vicious enough that even one chancing upon a nomad trail can result in huge casualties. Watchers are posted at the outer edges of the traveling party and they will steer around any signs of the things. Larger gryphons will attack wildlings if hungry enough, though they greatly prefer to go after solo ones.   The major production of the culture is enriched emeralds and woven goods, and the major imports are metal for weapons, and jewelry. The spear is the traditional wildling weapon, and while they can and do use bone and hardwood spearheads metal ones are also prized.   The wildling race originated from three Motherborne who awakened out of stone and tree roots. The three locations are known and revered. It's extremely common for wildlings to journey to at least one of these spots during their life, and all three locations are viciously guarded in a way that nothing else is. If something threatens one of their settlements, wildlings simply get up and move and set a new path unless it involves a birthplace.   Most tribes of wildlings have a royal family of some sort. Traditionally at least one member of the family is always with the migration, though the rest of the family may be scattered throughout different settlements. The rejoining of the royal family tends to be cause for a huge celebration and functions as the "new year".

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