Rethinking wolves
This is a work in progress

Wolves are frequent antagonists in history and folktales. I'm not going to judge people from history; the had their reasons for being fearful of wolves. But we know now that wolves are an integral part of their ecosystem and little thread to humans.
I have had an affinity for wolves since second grade, and the trope of villainous wolves in literature and games has never sit well with me. I want to rethink wolves in adventure games specifically to give them a more nuanced—even a positive—role in fantasy worlds.
- Wolves are neutral good
- View their calling as noble
- Honor their word
- Social
- Packs consist of a mated pair and their offspring (2d4)
- Lone wolves avoid human contact while they search for a mate
- Wolves are the natural protectors of the wild
- Keep animal populations in check
- Root out evil creatures
- Diet
- Will eat evil creatures if necessary
- Prefer natural game
- Will eat livestock if there animal populations and evil creatures are in check
- Interactions with humans
- Mature wolves can speak Common
- Experts can understand young wolves' vocalization and mannerisms
- Generally avoid humans
- Symbiotic relationship with human settlements
- Wolves protect the settlements from threats
- Settlement provides wolves with food when necessary
- Farmers are happy to loose a few sheep to wolves rather than pillaging goblins
d6 | Wolf encounter |
---|---|
1 | A starved lone wolf watches you from behind a tree |
2 | A group of adventurers killed 1d4 wolves |
3 | A roaming band of goblins/bandits killed 1d4 wolves |
4 | The pack found a clue, spoor, or indication of something interesting nearby |
5 | The pack is mourning the death of a patriarch/matriarch |
6 | A member of the pack is caught in a trap |
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Isaiah 11:6