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Character Creation in the Wylder:
Due to the nature of this realm its denizens are generated from our stories and imaginations, so we try to make sure that creating characters is very nonrestrictive. What follows is what we consider ‘typical’ specimens of a few races in this world, but we will be releasing a Wylder Race Generator that will allow you to alter the traits or even create a race from scratch to fit the character you want to play. And since roleplaying is a communal story-telling activity and not an individual one, be sure to communicate with your GM and be open to working with them to ensure a positive experience for the whole table!
Common Toy Races
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Knights
The First Houses are in disarray; three now have been scattered to the wind and neither kith nor kin stands firmly behind the rest. The Maker's absence has left a void they’ve chosen to fill with petty ambition and carnal pursuits. It is with equal parts fear and bitter mirth that I foresee our story’s end coming from the consequences of our own actions, not the Great Enemy’s. At least we shall rob them of the opportunity.
Strong Houses, Divided
Knights have a long history of being the military backbone of the Toys, a tradition that practically every one of them, regardless of rank or status, is exceptionally proud of. Their prowess on the battlefield quickly earned them the Maker’s favor, prompting their doctrine to be passed on along the entire Toy warmachine rapidly. It did not take long to discover that their competence on the battlefield was equaled by their leadership and logistical planning abilities, and so over the years many transitioned from leading charges from the front to directing them from the back.
The First Houses were formed from the families with the most military and religious power, each specializing in a particular facet of warcraft and all building intense rivalries with one another.
Pressure Makes Diamonds
Whether due to their innate nature or cultural pressures, Toy Knights tend to value specialization over generalization in all things. While this drive does compel them to achieve greatness in areas where they show early competencies in, it does result in a narrow-mindedness in their approach to problem-solving and a more risk-averse take on life. Failure is not tolerated, and dishonor is abhorred.
When it comes to cooperating with others however, their high expectations are limited to themselves and other Knights; particularly those of other First Houses. The fight against the Fomorians necessitates that all work with all, and Knights will never pass up an opportunity to be an example of excellence to other Toys.
Appearance
Generated from our playing with toy knights, their facsimile’s in the Wylder closely resemble medieval knights bearing the heraldry of their House. They feature helmets that cannot be removed, and while they traditionally wear heavy armor that is not always the norm. They tend to be practical and will adopt the clothing that best suits their immediate need, but will always have their House’s colors integrated somewhere on their person.
Naming Conventions
Toy Knights are traditionally given a first name at birth that matches that of their parent, in addition to a House name. This lack of originality, while annoying to members of the Scribes Guild, does serve a purpose. By midlife, a Knight is expected to have earned a third name, typically a title born from a particular achievement undertaken in the Maker’s name.
- Examples:
- Troy of House Dacon, The Wulven Slayer
- Sarah of House Canil, The Barrow Cleanser
- Eventyr, Dacon, Mac Craith, Larenac, Canil
- Rein, Pen Draig, Shan’mor
First Houses
Fallen Houses
Knights born outside of a House lineage tend to have more individuality in their names, and follow a standard First Name/Last Name convention of the other races.
Traits
Ability Score Increase Your Constitution score increases by 2, and your Strength score increases by 1
Age Toys in general reach adulthood in late teens, and have a life expectancy of around 80 winters.
Size Knights both male and female tend to be physically fit and around 6 feet tall, but variance isn’t unheard of. Your size is Medium.
Speed Your base walking speed is 30 feet.
High Expectations You gain proficiency in one of the following skills of your choice: Athletics, History, Religion, or Persuasion
In the Thick of it As a bonus action, you can move up to 1/2 your speed towards a hostile creature that you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Battle Furor You can add a d4 to one attack roll after seeing the d20 but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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Stuffkin
Packs? What Packs? Can we not free ourselves of this foolishness? I appreciate my predecessor may not have shared in this opinion but from where I stand there hasn’t been Stuffkin Pack worth our consideration in decades. The continued support for the remaining stragglers and their…pagan traditions have served only to weaken our efforts and strain resources already besieged by droughts, thieves, and incompetence. You say they won’t be pushed further? I ask what choice have they? Let them appeal to the Carillon or the Maker himself and see if they find a benevolence greater than what we have provided. They will finally assimilate with the rest of their kin or join the Northern tribes for all I bother to care.
In either case, this is the last of my ink I waste on them. I do not await a reply.
The Pack and the Long Tale
Stuffkin are one of the exceedingly rare Toy races that both predate the coming of the Maker and still exist past his reclusion. And despite Church’s best attempts to rewrite that cultural record the few Stuffkin Packs that remain still carry with them the oral histories that speak of those times.
Prior to the Maker, the Church, and Toy civilization, Toy life was often solitary, nasty, brutish, and short. Stuffkin were one of the first groups to set aside their differences, of which there were many, and band together in Packs for protection against the multitude of threats found in the Wylder. Their heightened sense of individual independence was altered over time to include their Pack, with it serving as an extension of sorts to their self-identity. This made cooperation between packs and other Toy proto-societies almost nonexistent, that is until The Epiphaneia and the rise of The Maker. Since then, the once-strong Packs have been splintered beyond repair, with more and more Stuffkin assimilating with the rest of Toys.
Diverse of Body
Stuffkin serves as an umbrella term that encapsulates an incredibly wide range of Toys, most of which enjoy a shared history and cultural identity despite their variety. Created from the play of animal-shaped toys in our world their forms take on everything from dogs to elephants, with the only major distinction existing between the Uprights, Stuffkin that are anthropomorphic and more humanoid in appearance, and the Prowlers, Stuffkin that retain more animalistic shapes. While there exists a slight rivalry between the two subgroups, such as can be found among siblings, to the rest of Toy society they are considered one and the same.
Diverse of Mind
Due to their long history, large population, and fierce independent streaks Stuffkin have perspectives and ideologies as varied as their shapes. Some value the Pack above all else, others are struck with an incurable wanderlust, some want nothing more than to amass great wealth, and so on. In the far past they relied heavily on their Packs and built identities around them and their traditions, but in modern times an average Stuffkin is just as likely to consider their hamlet, town, or city as a surrogate for that instinct.
If a generality can be made, it would be that Stuffkin are slow to trust but once earned they are loyal to a fault. Threats or slights against their Pack, perceived or valid, will be met with an immediate challenge, making them valued guards but risky ambassadors.
Appearance
Stuffkin have a variety of appearances as indicated above, and while most are derived from our play with stuffed animals any animal-shaped toy given life in the Wylder falls under this umbrella. From stuffed to carved animals they run the gamut. There isn’t a consistency to the way they dress, as their tastes changing as frequently as the winds.
Note: Teddy Bears, while technically Stuffkin, are considered their own race known as Bruins.
Naming Conventions
Modern Stuffkin have a few naming conventions centered around if they are Uprights or Prowlers, and whether they are part of their ancestral Packs or are a few generations removed.
- Uprights
- Terrance Fletcher of the Black Furs
- Olivia Carpenter of the Night Moons
- Reuban Baxter
- Grace Showmaker of Carnac
- Alpine the Claw of the Stormbloods
- Ella the Long Howl of the Moonvalleys
- Ross Broken Fang
- Taylor Nighteyes of Toraigh
Are given a litter-name that they will have until they come of age. At that point they will be granted a first name unique to them as chosen by their Pack elders, and will adopt the surname associated with their chosen profession.
Prowlers
Are also given a litter-name that they will use until they are of age. At that point (animals) will traditionally choose the first name of a favored mentor or parent, and will be given a title associated with the individual by their Pack elders in lieu of a surname.
Stuffkin who are no longer part of their Packs will typically maintain the naming conventions of the above, with their parents or guardians serving as surrogates for their Pack elders.
Pack Affiliation
Stuffkin with a strong association with an ancestral Pack, or ones that may simply wish to pay homage to their cultural legacy, will also adopt a third name. And some Stuffkin far removed from their traditional cultures, while not considered common practice by most, may adopt their town or city of birth as this third name.
Traits
Ability Score Increase Your Constitution score increases by 1.
Age Toys in general reach adulthood in late teens, and have a life expectancy of around 80 winters.
Size Stuffkin both male and female tend to be physically fit and height/length is largely determined by the animal they originate from. Rabbit Stuffkin for instance would be around 4-5ft in height, whereas Wolf Stuffkin are around 5-6ft. Your size is Medium.
Speed Your base walking speed is 30 feet.
Keen Sense Select one sense from hearing, sight, or smell. You gain advantage on Wisdom (Perception) checks that rely on those senses.
Uprights
Ability Score Increase Your Charisma score increases by 2
One For All If an ally you can see within 30 feet of you fails an attack roll, ability check, or saving roll, you can grant them a bonus to that roll equal to your proficiency bonus or Charisma modifier. You then take half that rounded up as a negative bonus for your next attack roll, ability check, or saving roll.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses after you finish a long rest.
Prowlers
Ability Score Increase Your Strength score increases by 2
Cumbersome Form Due to walking on all fours, you are considered one-handed when it comes to equipping weapons and shields. You may wield a 1h weapon or shield utilizing your mouth but cannot talk without putting it down.
For spellcasting, you can wear your spell casting focus as an accessory but will need your mouth free to provide any vocal components.
Natural Weapons You are proficient with your unarmed strikes, which deal 1d6 damage on a hit.
When creating a character choose whether this damage is piercing or slashing, and choose whether your unarmed attacks will use Strength or Dexterity for attack and damage rolls.
Charge Once per turn, if you move at least half of your base speed toward a creature and hit it with a melee attack, the target takes an extra 1d6 damage from the attack. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.