The Wilde

The Wilde is a vast sprawling forest that lies at the heart of Geardagas. It’s where the Cwyld is at its strongest and where Cwyldtids and Shades linger, lurking in the darkened corners of the wilderness. Due to the danger of the Wilde, the majority of Geardagas has remained on coastline settlements, with only very few settlements located slightly further inland, and it’s the reason why the Wall surrounds Aefenglom.

Despite its dangers, people can and do still venture into the Wilde so long as they’re well-prepared. It’s recommended to travel with a Bondmate if possible, especially when going deeper.

**Not all parts of the Wilde are infected with the Cwyld.** Areas closer to the borders or walls, known as The Outskirts, are near the various settlements and contain no signs of the Cwyld. It’s much safer to hike, hunt, and enjoy the woods in these areas. Nonetheless, beware of bears and other predators that tend to make the wilderness their home.

## Terrain and Ecology

Terrain in the Wilde is largely flat, with some cliffs and hills that can provide a challenging hike as one ventures deeper into its heart. The River Temese runs through the Wilde, and often serves as a landmark for those navigating through the woods, as the stars are impossible to chart due to the brightness of the two moons. Overall, the Wilde most resembles a temperate broad-leaf and mixed forest region, with a combination of coniferous and deciduous trees such as willow, spruce, and pine. **Towards the north, mountains can be seen** and going in that direction will result in a rockier terrain, with sparse greenery and larger rock formations, as well as sheer cliffs. Travel far enough, and one might eventually reach the Northern Outpost, although if that’s the destination, characters can go there directly using a teleporter.

Lakes, ponds, and smaller rivers can be found throughout, as well as marshes. Swimming is not recommended in areas where the Cwyld is more present, as that’s the easiest way to get an infection -- but bodies of water infected with the Cwyld aren’t hard to spot: fish are monstrous and mutated, the surface is murky or even tar-black, and the grasslands surrounding it will be swamp-like, with the distinct sickly sweet scent of rot permeating the air.

When not under the Cwyld’s influence, the Wilde consists of a variety of vegetation and all manner of wildlife, both ones common to Northern Earth hemispheres and many more that are not. It’s possible to fish, forage, and hunt in the Wilde, but **the deeper one goes, the more likely one will encounter the Cwyld that makes consumption unsafe**, even if cooked or boiled. While purification spells and potions can be created or bought in order to make things safe to eat and drink, it’s not guaranteed and characters are advised to bring their own rations and supplies if they’ll be traveling far into the Wilde.

For information on known creatures that may not be common to Earth, see Known Flora and Fauna.

### The Outskirts

The Outskirts is not technically part of the Wilde proper, but rather is the Cwyld-free area that surrounds its edges. Characters who want to enjoy a relaxing fishing trip or stroll through nature can do so in this area with little concern of the infection or encountering any Shades. Just keep an eye out for the occasional predator like bears, wolves, and poison ivy.

The weather in this area will be much closer to that of Aefenglom's, though temperatures might be slightly cooler or warmer as one goes closer towards the edges of the Wilde.

### The Silent Forest

The Silent Forest is a section in the Wilde, located north of Aefenglom, which was once heavily infected and has recently shown signs of a clearing infection thanks to the Witch explorers in Foeveuer of 2020 that infused the leylines in the area with clean magic. Conditions in the forest are continuously improving, and give many in Geardagas hope that the Cwyld can be fought back or even eliminated altogether in the future.

In addition, **pitcher-like plants filled with a sticky sap** can be found nestled in the roots of some trees. While the sap in infected plants is black and tarry, in uninfected plants it runs clear. This clear sticky liquid is excellent for smearing over wounds to seal them and draw out minor Cwyld infections.

Despite the gradually clearing infection, the Silent Forest still contains other dangers. In particular, the so-called Death Trees weep a noxious sap that makes crossing the forest during the warm months difficult, if not impossible. During the winter, the sap from these trees and its rotted fruit freeze over, causing the threat to grow dormant.

## Climate

The most significant aspect of the Wilde’s climate is that **weather conditions exist in opposition to that of the coastline settlements.** In other words, when it’s summer in Aefenglom, it’ll be winter in the Wilde. Characters will find the temperatures and weather gradually shifting as they venture further into the Wilde: snow-covered grass near the city begins to melt into summer flowers; lakes deep in the woods are at perfect swimming temperatures while ponds in Aefenglom are frozen solid.

This phenomenon has the unfortunate effect of causing an upsurge in Cwyldtid when temperatures begin to warm in the Wilde. As animals migrate deeper into the Wilde for its summer weather and flowers bloom, they come into greater contact with the Cwyld. Insects such as mosquitoes and ticks, which thrive in hotter climates and which can carry the Cwyld on them, are also more numerous. Thus, characters are especially advised to be wary during the summer months. Luckily, as colder temperatures hit, this threat is eased.

## Cwyldtids/Shades

Cwyldtids, also known as Shades, are plantlife and creatures alike affected by the Cwyld. They’re most easily recognized by the scent of rot that the Cwyld commonly gives off, as well as the typical signs of infection: leaves gain blackened veins, fur and feathers take on a shadowy color, skin blossoms with deep bruising marks, and so forth. They can also occasionally leave behind tar-like marks on the ground or against tree bark which they come into contact with.

More aggressive than regular wildlife, Cwyldtids who were once predators often attack on sight rather than when simply threatened or hungry while normally passive herbivores might mutate and gain a taste for flesh. Meanwhile, plants can also become aggressive in a similar manner, with vines that strangle or flowers that secrete deadly poison or acid. Insects can mutate to a larger size, as well as carry the infection in their bites or stings even if they don’t visibly appear infected.

Cwyldtids that are created from non-sentient creatures (i.e. not Witches and Monsters) are not as difficult to kill, but still pose a significant threat for those who are unprepared -- and like all those touched by the Cwyld, they carry a risk of spreading their infection to those who come into contact.

Shades of Cwyldtid in particular which are sentient creatures (Monsters, Witches) are especially dangerous and more difficult to take down. They're not created immediately upon infection; instead, they’re what happens when an infection has spread too far to be cured and the victim has been fully consumed beyond saving.

These Shades will retain the abilities and general form of their former self, but are far stronger as they’re mindless and have little to no sense of fear or pain. Harpies, for example, will appear as dark monstrous bird-like creatures -- and it is all too possible for someone to unfortunately stumble into a Shade that resembles a lost friend or colleague, making mercy killings even more difficult.

**Killing a Cwyldtid is fairly standard** in that there's no specific way to go about it -- weapons and magic are both effective, and Shades are capable of losing limbs or heads as any creature. **Shades are more susceptible to offensive magic than other threats**, however, so some Monsters prefer using enchanted weapons or other magitech devices when fighting Shades to have more of an edge.

Once a Shade of any kind or its evolved form is killed, the infection falls away and reveals the body of the host: drained dry of all energy and spirit, they're thin and brittle. They're recognizable, but unable to be saved; to say they're like a corpse would be wrong, because once the infection spreads far enough that they're a Shade, they are a corpse. Only the infection keeps the host going, driving their sickened body past any and all limits.

For more information on the rate of infection and its signs and progression, see The Cwyld.

## Investigations and Research

Research into the Wilde has largely been spearheaded by the Coven and the Wilders, as well as the Mirrorbound who have joined in. New information is being discovered every day, and more mysteries will be revealed in various game events.

**Please check back in the future for additional updates and information!**