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==Go on...== See, wildren are the result of the prominent association in D&D between the [[dwarf]] race and the badger - there's a reason that [[therianthrope|werebadgers]] are the dwarf analogues to [[werewolf|werewolves]] - and the [[Planescape]] lore of the Beastlands, namely that any [[petitioner]] or planar migrant there ultimately transforms into a celestial animal (an [[angel]]ic version of an animal that retains humanoid-level sapience). Thusly, the [[Dungeons & Dragons 3rd Edition]] "Planar Handbook" decided that this meant it was A-okay to officially state that there are all kinds of [[beastfolk]]-esque races native to that plane that result from interbreeding going on between the still-mostly-humanoid residents and the full-fledged celestial animals. [[/d/|...Not a pretty picture, is it?]] Wildren originate from dens on the layer Karasuthra, the layer of the Beastlands dedicated to burrowing animals, and are the result of interbreeding between planar dwarves and celestial badgers. They build elaborate underground burrows, with inherited instincts from both sides of their racial lineage compelling them to defend their homes to the death. They are "edgy and easily riled", as well as being prone to being short-tempered and vengeful, but are also loyal to their friends and, on rare occasions, even playful - still, they generally live solitary lives as simple hunter-gatherers, joining together mostly to mate and rear children. They are most savage and feral when on the defensive, though they are still quite formidable on the attack. The typical wildren looks like a dwarf covered in short, grizzled dark fur, with a broad white stripe of fur running from the bridge of the nose over the top of the head and down to the base of the skull. A wildren’s arms are unnaturally large and well-muscled, and her fingers end in hard claws 2 to 3 inches long. Wildren constantly emit a fetid odor. On average, wildren are slightly taller and slightly lighter than dwarves. They reach adulthood at the same age as dwarves but mature more rapidly thereafter. It’s possible for a wildren to live for more than 500 years, but the race’s average life span is about 200 years shorter than that. Their natural language is a strange blend of Common, Dwarven and badger vocalizations, a weird hodgepodge that can be roughly understood by any such race. Wildren usually have only a spoken name, other wise recognizing one another by scent. (They often see nonwildren in the same light and are confused by individuals with more than one name—and even more confused by individuals who wear perfume or cologne.) * Male Names: Arl, Brum, Durrl, Grunnur, Morrm, Nall, Vruk. * Female Names: Brayarr, Dierrel, Hugk, Mrall, Purruk, Vap. Most wildren spend their lives hunting in the perpetual night of Karasuthra. After a mating pair has raised a child to adulthood, they drive it from the burrow, forcing it to seek its own fortune. These wildren usually dig their own burrows far from their birthplace, but some never settle down, moving from layer to layer of the Beastlands in search of a new “family.” Only these unsettled wildren become adventurers; without a home, but missing the camaraderie of family, they join up with other homeless (in other words, adventuring) characters to relive some of that experience. They come to see life as one long hunting expedition and can travel far afield in search of adventure. They are most comfortable on planes where wildlife is abundant, especially if the ground lends itself to the creation of a burrow. Though the average wildren finds beings of other races strange and threatening, adventuring wildren generally feel that way only toward the evil races. Wildren of any kind are most uncomfortable in cities, though they can cope if provided with a burrowlike place to sleep. They generally are irreligious, though they tend to respect wilderness gods (especially those with an affinity for badgers), and are much more likely to become [[druid]]s than [[cleric]]s.
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