Wildmen Foresters

Called Gruthen in their own tongue

One of two kindreds of the Wildmen lineage

They are rarely seen—and often mistaken when they are. Some call them Forest Giants. Others whisper Wolfkin, though never to their faces. Among scholars, they are most often referred to as Wildmen Foresters, a name that only scratches the surface of what they are. They do not correct it. Like much about them, their true identity is not something they feel the need to explain.

They share a root with the Ravagers, both tracing back to the ancient Arthmar tribes—those northern Common Folk who stood too close to the Great Death and paid the price for it. But where the Ravagers hardened themselves against the pain through dominance and violence, another group chose differently. They endured. They listened. Where others raged, they withdrew into the deeper forests, seeking not to conquer what had changed them, but to understand it. And something answered—not in words, but in growth, in stillness, in the quiet resilience of the wild.

Form and Nature

The transformation of the Foresters was no less profound than that of their Ravager kin, but it was gentler. Their bodies grew larger than those of ordinary Common Folk, though not to the monstrous scale of the Ravagers. They are broad-shouldered, long-limbed, and powerful in a quiet, controlled way. Their features carry something other—subtle, but unmistakable. A certain sharpness in the eyes, a stillness in posture, movements that are too fluid, too aware—like something always listening beyond what is seen. Their hair is thick and dark, often streaked with white as if touched prematurely by age or frost. It grows freely, sometimes braided, sometimes left wild. Their bodies bear more hair than most humanoid races, though never to the point of full beastliness. The comparison to wolves is not entirely metaphor. There is a presence about them—an instinct, a tension beneath calm—that mirrors the great predators of the forest.

Unlike the Oakspeople, who seem born of Materium, the Foresters exist in agreement with it. Their connection to nature is not passive—it is relational. They listen, and they are listened to. No race in Leonoria communes with wildlife as they do. Animals do not merely tolerate them—they respond. A Forester can calm a panicked beast, track prey through intuition rather than sign, or stand among predators without immediately being seen as one. This does not mean animals are their servants. It means they are recognized. Their magic reflects this bond. They are deeply gifted in the living and earthen aspects of Materium—growth, healing, balance, and the quiet shaping of the natural world. Where Oakspeople coax nature like kin, Foresters negotiate with it like equals. They are not immune to magic. Not resistant in the same uncanny way. They are simply aligned.

Culture and Combat

For all their connection to life, the Foresters are not pacifists. They hunt. They must. But to them, every kill carries weight. It is not glory. It is not sport. It is necessity—and necessity demands acknowledgment. Each life taken is marked, quite literally, upon their own bodies. Using sharpened tools or ritual blades, Foresters carve small arrow-shaped scars into their chest after a kill. Not as trophies—but as confessions. Shame, not pride. A Forester who dies with few such marks is often regarded with quiet respect—not because they were stronger, but because they found ways to live with less taking. Still, this practice has softened over generations. It is no longer a rigid law, but a tradition that lingers more in spirit than strict adherence.

Foresters do not build great settlements. They dwell in small, hidden clans scattered throughout the deep forests—often in regions others avoid entirely. Their homes blend into their surroundings: elevated wooden structures, partially grown from living trees, or concealed along natural ridges and dense thickets. They do not fortify heavily. Their protection lies in obscurity, awareness, and the forest itself. Few ever find a Forester settlement unless they are meant to. Their societies are quiet, tightly bonded, and guided by shared understanding rather than strict hierarchy. Elders and shamans hold influence, but not absolute authority.

In combat, Foresters are formidable but measured. They favor practical weapons: spears, bows, heavy axes—tools that reflect both hunting and warfare. They strike with purpose, not fury. Despite their size, they move with surprising stealth. They can vanish into dense woodland, track silently, and ambush with precision. In open battle, they hold their ground well, but they are at their most dangerous when fighting on terrain that breathes with them. They are not reckless like Ravagers. They are deliberate.

Foresters are deeply private. They do not seek out other races and rarely trust them quickly. Their worldview is shaped by loss, adaptation, and the understanding that not all things should be shared. But they are not hostile. When interaction is necessary, they engage with quiet respect—observant, restrained, and often distant. Their words are few, but rarely wasted. If trust is earned, however, it is unwavering. A Forester does not give loyalty lightly, but once given, it is enduring, protective, and deeply rooted.

Playing a Wildman Forester

  • Strengths: Nature communion, stealth, archery, druidic magic, animal tracking
  • Weaknesses: Poor in direct melee, struggle with large groups, limited adaptability outside forests
  • Key Traits: You are physically imposing, but controlled—not driven by dominance. Your bond with nature is deep and active—you listen as much as you act. You are a capable hunter and warrior, but you do not kill without meaning. Your connection to others is cautious, but powerful once formed. You carry the weight of your actions—especially those that take life.
  • Class Affinities: Reaver Wayfarer Beastwarden Lifewhisperer Beastcaller

The Wildmen Lineage

RaceOwn NameNature
Wildmen Foresters Gruthen Those who chose the deep forest; powerful, patient, and quietly attuned to nature's wilder currents
Wildmen Ravagers Krothan Those who chose dominance; massive, fearsome, carrying the Great Death's violence as a permanent inheritance