Human Form
Outwardly Hearthborn, while heightened senses, agility, and connection remain beneath the surface.
Fae lineage
The Sixth Born
The oldest tree was once a sapling. The greatest river began as a single spring.
Overview
The Wildborn are the youngest lineage and the only one whose creation is recorded in modern history. Born through an unprecedented act of Nature magic, their first generation is still deciding what its customs, leadership, and legacy will become.
Fully living and deeply entwined with nature, Wildborn move among human form, a unique Wild Form, and multiple real-world animal forms. Every individual expresses primal magic differently.
Defining strengths
Roleplay considerations
Wildborn reference
The Sixth Born
Every Wildborn begins as Hearthborn before freely accepting the Blooming: a rite beneath open sky where living plants, fresh water, and natural stone surround a circle untouched by forged iron.
Nature alone accepts or rejects the candidate. Success reveals a first Wild Form and Animal Form; failure carries no shame. The wilderness cannot be rushed.
Three expressions
No two Wildborn carry nature in precisely the same way.
Outwardly Hearthborn, while heightened senses, agility, and connection remain beneath the surface.
Real-world animal forms unlocked through Wild Shape. Each form provides its natural physical capabilities, including flight when the chosen animal can naturally fly.
A unique union of spirit and nature: antler, wing, claw, fur, feather, scale, horn, crest, bark, leaf, animal eyes, or something wholly personal.
Wildborn are not limited to animal species native to Alaska. A Wildborn with the appropriate Wild Shape ability may assume the form of any real-world animal consistent with their abilities.
Players should consider where they are when choosing a form. An animal that does not naturally exist in Alaska may attract significant attention.
A tiger, lion, zebra, kangaroo, or other obviously non-native animal seen roaming near Opaline will not automatically be recognized as supernatural. Witnesses may instead assume it escaped from captivity, was illegally released, or presents a danger to people or local wildlife.
Authorities, wildlife officials, residents, or hunters may respond accordingly.
Choosing an unusual form is allowed, but the character accepts the reasonable in-character consequences that may follow from being seen.
Preserve the Veil and normal player-consent rules.
Some Wildborn manifest an optional Scaled Aspect shaped by ancient reptilian instincts and humanity's enduring legends of dragons. Their Wild Form may display scales, reptilian eyes, horns, crests, claws, posture, or other draconic-inspired cosmetic traits. These remain expressions of nature, not a literal dragon or a separate draconic species.
A Scaled Aspect grants no flight, functional wings, breath weapons, supernatural armor, immunity to fire, enormous size, or abilities not purchased through Lyra. Cosmetic appearance never replaces the mechanical limitations of selected abilities, including Winged Glide.
Wildborn remain nature-bound beings who can learn multiple eligible real-world animal forms through Wild Shape. A Scaled Aspect does not expand that selection. Ridgeborn, by contrast, remain bound to one permanent inherited lupine, feline, or ursine beast nature.
Community without ownership
All Wildborn belong to one extended community: the Kin. There are no noble houses or inherited ranks. Cooperation is preferred to hierarchy while the first generation writes its own culture.
The Firstborn represents the Kin before the Concord, welcomes the newly Bloomed, mediates disputes, and preserves traditions. They speak for the Kin—never over it.
“We are not bound by the past—we are free to become whatever tomorrow requires.”
A culture taking root
A Totem reveals itself in its own time. The Wildborn spends one night alone outdoors and returns at dawn with a natural token kept for life.
The Kin gathers silently around a carefully tended flame, each offering a leaf, berry, flower, twig, or cone. Fire is respected, never hated.
A new Animal Form is demonstrated before the Kin, echoed in movement and call, then marked with a temporary natural pigment.
One day and night without tools, forged weapons, or modern comforts restores connection when civilization weighs too heavily.
A newly Bloomed plants something native in a meaningful place—a living companion to grow beside them.
Abilities
Open any gift for its practical meaning and limits. Scaled Skin, Coiling Movement, and Primal Display are optional abilities purchased through Lyra; a Scaled Aspect does not grant them automatically. Adaptability never overrides consequence, consent, or the Veil.
Abilities have a maximum Rank of 3. When multiple Abilities could apply to the same action, use only the single most relevant Ability. Ability Ranks do not stack.
Usage: Always ON. Effect: Natural scales reduce superficial injury from scrapes, thorns, rough terrain, and minor environmental exposure. Limitations: Provides no protection against weapons, fire, forged iron, magic, or other serious attacks.
Assume unlocked forms of any real-world animal species consistent with Wild Shape. Each Ability Rank unlocks one additional form: Rank 1 allows smaller or common animals such as foxes, ravens, snowshoe hares, and river otters; Rank 2 permits additional or specialized forms; Rank 3 allows larger or more formidable animals such as brown bears, moose, wolverines, and bald eagles. Animal forms provide their natural physical capabilities but do not grant automatic bonuses or additional Ability modifiers.
Heightened sight, hearing, and smell aid tracking and awareness. Strong odors, loud sounds, and bright flashes can overwhelm these senses.
Move quietly and confidently through dense woods, brush, and rough natural terrain. This Ability does not provide additional movement speed or benefits in urban environments.
Ordinary animals instinctively respond more favorably to the Wildborn. This Ability helps build trust, calm frightened wildlife, and reduce aggression, but never grants control.
Blend into forests, brush, snow, or rocky terrain. Natural Camouflage provides little or no benefit in open spaces or urban environments.
Resting in thriving natural surroundings accelerates recovery from fatigue, exertion, and injury. This Ability functions only in appropriate natural environments and does not create hit points or a separate healing system.
See clearly in dim light and natural darkness, but not in complete darkness. Night Eyes reduces or removes the relevant visual hindrance; it does not also grant an Advantage for overcoming the same darkness.
Maintain balance on slippery, uneven, or unstable natural terrain, including ice, mud, loose rock, and riverbanks. This Ability does not apply to artificial surfaces.
Remain motionless and observant for extended periods while watching prey, monitoring danger, or preparing an ambush. Movement immediately ends the effect.
Usage: Always ON. Effect: Flexible, low-centered movement improves climbing, controlled descents, and travel through cramped or uneven natural terrain. Limitations: Does not grant wall-crawling, flight, supernatural speed, or freedom from physical restrictions.
A Wildborn whose Wild Form has wings may glide safely from elevated positions. Gliding does not grant sustained flight. This restriction applies only to a winged Wild Form; an unlocked animal form that naturally flies, such as a raven or bald eagle, may fly according to that animal's natural capabilities.
A revealed Totem strengthens the Wildborn's instincts, identity, and resilience through roleplay. Totem Bond does not grant permanent Attribute bonuses, direct statistical benefits, or control over animals.
Nearby wildlife may assist in simple, natural ways, such as scouting, tracking, distracting, or warning of danger. Animals act according to their instincts and cannot be forced into suicidal actions.
Demonstrate exceptional balance, reflexes, climbing ability, and physical control when navigating obstacles or difficult terrain. This Ability does not grant supernatural speed.
Nature briefly hardens the Wildborn's body against physical harm and natural hazards. The protection is temporary and does not create Armor Class, hit points, damage reduction, or a permanent defensive modifier.
Identify shelter, food, safe routes, weather patterns, and survival opportunities in harsh natural environments. This Ability does not apply to ordinary urban situations.
Focus completely on a single target, making tracks easier to follow and distractions easier to ignore. Only one target may be marked at a time, and its Ability Rank does not stack with other tracking Abilities.
Become exceptionally difficult to shove, displace, or knock down. Mobility is greatly reduced while the stance remains active, and normal movement ends the effect.
Resist fatigue caused by prolonged travel, climbing, swimming, hunting, or environmental exposure. This Ability does not prevent injury, heal wounds, or remove the need for eventual rest.
Usage: Once per scene. Effect: The character fully displays imposing scaled features, posture, sound, and predatory instinct to intimidate or drive back a nearby threat. Limitations: This is not mind control or supernatural fear. Targets may resist, and the character cannot dictate their actions.
Draw strength from the living world to inspire courage, protect nearby companions, and hold defensive positions. This Ability is strongest in natural surroundings and does not grant permanent bonuses or automatically add its Rank to allies' rolls.
Coordinate instinctively with willing allies through shared awareness, silent communication, and practiced cooperation. This Ability requires genuine teamwork and does not automatically grant bonuses to every nearby ally.
Sense disturbances, corruption, unnatural magic, or significant changes within the natural world. These impressions are intuitive rather than precise and do not reveal exact locations or complete explanations.
Embrace primal courage, awareness, and determination during moments of immediate danger, fear, or overwhelming opposition. While active, the Wildborn becomes more instinctive than rational.
Maintain an exceptional connection to natural environments, allowing the Wildborn to navigate unfamiliar wilderness, recognize environmental disturbances, anticipate changing conditions, and respond instinctively to the living world. Its benefits diminish in industrialized or urban environments. Natural Harmony does not replace specialized Abilities or combine its Rank with another Ability applied to the same roll.
Animals and some supernatural creatures instinctively recognize the Wildborn as a dominant presence. This Ability may help calm territorial wildlife, intimidate predators, or establish leadership, but never compels obedience.
Once a target has been successfully tracked, maintain pursuit more effectively and make the target harder to lose. Apex Hunter does not reveal an exact location or combine its Rank with other tracking Abilities.
Draw strength from the land to continue acting despite pain, injury, or extreme physical hardship. This Ability does not heal wounds, and exhaustion follows once its effects end.
Haven
A hidden old-growth forest of towering evergreen, sacred animal totems, and stone ruins older than memory.
At its heart, a vast rose-blossomed tree blooms every year despite Alaska's climate. Beneath its branches the Kin welcomes new Wildborn, swears oaths, honors the dead, and gathers with the seasons.
“Before the first pack hunted, before the first village stood, the Spirit Tree took root.”
Frequently asked questions
Made. Every Wildborn begins as Hearthborn and willingly undergoes the Blooming. The transformation cannot be forced.
Any Hearthborn may seek the Blooming, but nature decides whether the rite succeeds. Willingness alone is not a guarantee.
No. They remain living beings and age slowly after adulthood. Their lineage is too young for its true lifespan to be known.
Yes, but their children begin life as Hearthborn. Wildborn nature is a later personal choice, never an inheritance.
Yes. Animal forms may be any real-world animal species consistent with their abilities and must be unlocked through Wild Shape. Higher Ability Ranks allow access to additional, larger, or more specialized forms.
A winged Wild Form can glide but cannot sustain true flight through Winged Glide alone. A Wildborn transformed into an unlocked flying animal, such as a raven or bald eagle, may fly naturally.
No. When several Abilities could apply to the same action, use only the single most relevant Ability. Ability Ranks do not stack.
A lifelong animal reflection of the Wildborn's deepest spirit. It reveals itself during a profound moment and cannot be chosen or changed.
No. Every Wild Form is unique, reflecting the individual's spirit, history, and bond with nature.
Absolutely. They use modern life normally while making deliberate room to remain connected to the living world.
Industrial shaping separates iron from its natural state and disrupts the primal magic sustaining them. It is painful and slows recovery, but is not instantly fatal.
No. They treat nature as a living partner worthy of gratitude and stewardship, not as a deity.
Continue exploring
Compare all seven lineages, or continue to Lyra when you are ready to begin creating the character.