Wilden Species in The World Within Walls | World Anvil
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Wilden

Wilden are fey creatures with plantlike characteristics. Their bones are hardwood, and their supple, barklike skin trails into viny tendrils and a cloak of leaves, which drapes across the back. The wilden emerged from the unspoiled reaches, ancient bogs, and primeval forests of the Feywild. Once they worked to fight the growing corruption plaguing the land, their actions inadvertently allowed a Titan into the Feywild where it destroyed their ancestral home and rampages to this very day. Since that day they have lived in self-exile ashamed of their actions and working to fix it.  

Aspected Spirit

Within each wilden lies nature’s spirit, and all can manifest this spirit in different forms called aspects. Each aspect triggers a physical transformation, reflecting the purpose for which the wilden were created. A wilden in the aspect of the ancients has eyes and leaves of stark white. In the aspect of the destroyer, jagged spurs break through the wilden’s skin, and their eyes darken to a lustrous black. The hunter’s aspect camouflages a wilden’s body with alternating green and brown patterns, while their eyes take on a bright emerald color.   Wilden can experience shifts in personality when they assume their aspects. They become thoughtful and cautious when in the aspect of the ancients, aggressive in the aspect of the destroyer, and secretive and withdrawn in the aspect of the hunter.  

One with Nature

Individuality has no place in a wilden’s life. Wilden display differences in personality and appearance, but all wilden regard themselves as parts of a greater whole. When speaking of themselves, wilden use the plural, saying “we” instead of “I.” Wilden have no kingdoms or cities, but they regard all of nature as their home.   

Fey Outcasts

Once several ages ago seeing a wilden outside of the Feywilds was a very rare occurrence and often times they were thought to be a myth. Back then the wildens were charged with protecting one larger of the gates to the Feywilds. All was well until an unforeseen accident occurred and three titans managed to make their way past the gate into the Feywilds where it is said they are still rampaging to this day. As punishment, every last wilden was banished from the Feywilds, forced to live in the Material Plane. Ages later their tribes can now be found in The Forest of Giants.

Wilden

Ability Score Increase Your Wisdom, Constitution, and Dexterity scores each increase by 1.
Size Medium
Speed 30 ft

Age. A typical wilden lives more than a century, their body moving through the seasons as they age.   Alignment. Wilden are often staunch defenders of the natural order. Very few wilden are not good-aligned, and evil wilden are ostracised with great prejudice.   Size. Most Wilden stand over 5 feet tall, but under 6, and rarely weigh more than 200 lbs.   Fey Ancestry. You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.   Hardy Form. Once per short or long rest, when you make a saving throw you may harden yourself to an effect. You have advantage on the saving throw, and if a successful saving throw would reduce damage, it instead negates the damage.   Nature’s Aspect. Whenever you complete a long rest, choose one of the following aspects of nature to manifest. You may use an aspect’s power once, and cannot use it again until you finish a short or long rest.   Aspect of the Ancients: When you hit a creature with a melee weapon attack, you may use your reaction to vanish and teleport up to 15 feet, marking the creature. You gain advantage on attack rolls you make against the marked creature before the end of your next turn.   Aspect of the Destroyer: When an enemy attacks you or an ally adjacent to you, you may use your reaction to move up to your movement speed and make a melee attack against that enemy. If your attack hits, the target is also incapacitated until the end of their next turn.   Aspect of the Hunter: When an enemy within 10 feet of you moves more than 10 feet away from you on its turn you may use your reaction to immediately move up to 15 feet and mark that enemy. The next attack you make against the marked enemy deals additional damage equal to half your level, and the enemy does not benefit from cover or concealment if you attack it at range.

Languages. Wilden speak, read, and write Common and Sylvan.

Civilization and Culture

Naming Traditions

Wilden tend to be named like the bark on their skin, their names wrapping and curling around in strange patterns. Male Names: Banmarden, Fiddenmar, Durmindin, Kettenbar, Midnorten, Rodmennar, Vennerzad Female Names: Dannamai, Ennimbel, Kalkennash, Nementah, Shallahai, Tellorda, Zazenna

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