Web page last updated : July 2018

The Wildlands

Clickable map of The Wildlands
Khemit Rodinia Lucarcia Luxore City Ahnk Buto Rosetta The Nylle River The Lower Kingdom The Middle Kingdom The Upper Kingdom Lucar City Cansae Tunis Vacheron Providentia Selkie Frostgard The Head of Ursum The Spine of Ursum The Tail of Ursum Pontes Vacheron Lucar (Capital) Condate Providentia Sarnia Molesworth Petuaria Bannaventa Lemanae The Barrow Downs The Crags Coates Wood The Deadwood The Goblin Wood The Greenwood Wyre Forest Darkmoor Mere Marsh The Wildflow River Brakspear Castle Ravenspear The Sunken Fort Cansae Mamucium Tunis Manabas Ursum Ibini Granita Antissa Paradin Grunal Barusi The Verdant Palace Northern Ibini Southern Ibini Spilk Hillsend Epiedes Barusi Grunal Paradin Carmelo Aeer Eli Zaneth The Verdant Palace The River Ardeth The Church of the Light The Shack The Torrent The Manor House The Warehouses Church of the Light The Gull The Market Warehouses Church of the Light Favourable Zephyr Guild Office Smithy Market Place Warehouses Docks Church of the Light Drunken Mermaid Purple Parrot The Crafty Fox Warehouses Smithy Manor House Market Square Warehouse Church of the Light The Shining Light Tavern The Lighthouse Smithy The Manor House Warehouses and Docks The Church of the Light The Naja Tower The Barking Hound The Market Farside The Market Fisherman's Rest Church of the Light Warehouses The Cabin The Verdant Palace Selkie Frostgard Derketo Kelp Darken's Folly The Sahagu Inn The Frosthold Mountains Darken Downs Darken Woods Mithlond (Sanctuary) The Old Coast Road Iceflow River Littlebrook City Eastward Thistledelve Waymeet Ashtar Holytree Castle Fortuna Khazagrim Mount Macarack Abbey Dragon's Perch Sapporo Akihabara The Jagged Peaks The Furrowed Hills The Bandit Wood Deepwood Eldaran Southern Swamplands The Black Swamp The Barren Scrub Sylvandale Monastery of the East Winds Monastery of the North Winds Monastery of the West Winds Eastward Abbey Waymeet Abbey Newkeep The Empire of Rodinia The Empire of Honshu Marlek Nargastan The Jungles of Maya Athena Kiltland The Kingdom of Albion Mochica Tapirit The Wildlands The Great Desert Hishan Hawkmoon Ager Rodin City Rodinia Nubia Kurgan Weissland Dardania Elam Nung Semang Tana Toradja Ogre Province Naga Province Dragon Province Gryphon Province Sphinx Province Phantom Province Kirin Province Dominion City Elfhome Wetland City Westport Maard City Land's End City Smugglers Haven City Lakeside Bluff Pembrose City Woodend The Ruins of Gyal Elerelen Pinewood Murkwood Wetland Marshes Maard Uplands The Alley Leafy End Dreadwood Haven Plains Western Cliffs Sorcerer's Isle The Lake The Jagged Peaks Dominion Wetland Maard Pembrose Haven Land's End Elsir Vale Venusia Hommlet Frusina Herculaneum Savo Rodin City Messana Derona Londinium Tuscany Hills Lizard Marsh Devon's Holding Daggerfish Laughing Hollow Stormhaven Logazors Mine Jawa Silver Mines Sibu Jukai Kupang Otyugh Swamp Jawa Endau Marudi Roundwood Hills Roundwood Hills Worlds Edge Worlds Edge

Statistics

Category:Country
Location:Rodinian Continent
Government:Independent City States
Size:225 miles east to west by 270 north to south
Population:85,000 souls
Predominant Race:Human

Places of Interest

City States:Dominion, Haven, Land's End, Maard, Pembrose, Wetland
Dungeons:The Ruins of Gyal
Mountains:The Jagged Peaks
Lakes:The Lake

Overview

In ancient times the land now known as the Wildlands was a beautiful but uncivilized realm of the elves. It was a very sylvan land with wild woodlands and meandering streams and brooks. The elves lived naturally side by side with the land, not building too many structures. Those that they did build were one with nature, blending in with it rather than fighting or competing with it. Their magic was both natural and powerful.

About 3000 years ago humans arrived on the western shores of this land. These savage and brutal people immediately fought the elves for territory. The elves, a mostly peaceful race, were pushed back by these savages and forced to flee the lands. Some fled to the shores and set sail to safer places. Others fled east into the dark boughs of the forest, where those humans who followed were rarely ever seen again

The lands are now split into six city states, each of which claims the territory around it. Each is run as a realm in its own right with its own laws, culture and identity. They share a common religion and tongue, although each state has its own dialect. They now have no real contact with the lands of Albion to the east, beyond the forboding forest, and only a little with the lands of Hishan, southeast of them.

The city states continue to war with one another for territory and resources. Independent traders travel the wild lands between the cities, risking bandits and worse in order to make money trading goods which cannot be produced in other states. There are few roads around the lands and those that are kept charge extortionate tolls. Outside of the six cities the lands are rough and wild. There are a few settlements large enough to be called towns but these are rare.

The seas off the shores of the lands are thick with sailing vessels. Many are traders; some are patrol ships of the coastal states and an alarming number are pirates who make their living preying on the weak.

The wildlands are a land of opportunity for the strong. Mercanaries and adventurers are common; hiring on as caravan guards, becoming bandits, trading, bounty hunting, even performing acts of espionage for one city state against another are all possible ways to make a living if you are capable.

On the city state borders the Wildlands truly live up to their name with dangerous animals and monsters being common. Ruins of a bygone age can also be found on the fringes. Only the strong and prepared dare enter these places as certain death awaits the unwary.

One thing is for certain. The Wildlands surely are a place of High Adventure!

Geography

The Wildlands are split into 6 city states: Dominion, Haven, Land's End, Maard, Pembrose and Wetland.

This country has a long coast line, with approximately half of its borders being sea. For the most part it is a land of rolling fertile plains which are farmed by the locals. It is not an altogether safe place though as much of the indiginous wildlife is more monstrous than animal in nature. The cities themselves and the immediate area around them tend to be pretty safe from random monster attacks, but out wandering the wilds things are a different prospect. As such most of the farmers who live off the land are a hardy and resourceful bunch. They need to be to survive away from the protection of the cities.

Wayward Pines

Dotted with comforting frequency around the Wildlands are a form of pine tree which is a wonderful boon to travellers. The trees are known as wayward pines and are typically found frequently enough in the wilds to ensure that any night out will at least be reasonably comfortable, if one has the knowledge to find them. Of course not all travellers can recognise a wayward pine or know what benefits it holds the weary journeyman.

Wayward pines are large pine trees whose lower branches form a small dome around the base of the tree, making the perfect shelter for travelers. The lowest branches stretch out from the trunk and the leaves drape down all the way to the ground, meaning the area by the bottom of the trunk is completely shut off from the outside world. The canopy of these trees is almost totally waterproof and the bark of the tree is mostly resistant to fire, plus its trunk forms a natural chimney to suck the smoke of a campfire up and away. If the campfire is built of dry wood and not made too big, then it will not even be seen from outside the tree's domed shelter and the smoke will be light enough to escape notice by many passersby. These pine trees are the friend to any traveler who crosses the Wildlands.

It is common for travellers to leave stacks of firewood under the eaves of these trees, and many of them have beds of grass and straw laid out. Travellers typically use the firewood that has been left for them and restock it before moving on the next morning. Most of these trees also have a small stone circle making a firepit, near the trunk. Some even have makeshift cooking spits built under them.

Culture

The Wildlands are split into six city states, each of which claims the territory around it. Each is run as a realm in its own right with its own laws, culture and identity. They share a common religion and tongue, although each state has its own dialect. They now have no real contact with the lands of Albion to the east, beyond the forboding forest, and only a little with the lands of Hishan, southeast of them.

The city states continue to war with one another for territory and resources. Independent traders travel the wild lands between the cities, risking bandits and worse in order to make money trading goods which cannot be produced in other states. There are few roads around the lands and those that are kept charge extortionate tolls. Outside of the six cities the lands are rough and wild. There are a few settlements large enough to be called towns but these are rare.

The everyday populace of the Wildlands have no access to magic. They consider it a powerful, strange and dangerous force which is in the realms of the priests to control. They are generally suspicious of it and respectful to those who wield it.

Calendar

The Wildlands has its own calendar which is the same in all the six city states, although each city state does have its own feast days and holidays. The calendar is a simple one with 13 months of 28 days each, matching the lunar months precisely. The 1st of each month is the full moon. Each month is split into 4 weeks of 7 days.

The calendar started when the humans settled into this area, roughly 3000 years ago and as such the current date is the year 3027.

Days of the Week

#  Name
1  Moonday   
2  Sunday   
3  Starday
4  Earthday   
5  Seaday   
6  Restday
7  Worshipday

Months of the Year

#  Name      Season  
1  New Year  Winter  
2  Frost     Winter  
3  Melt      Spring  
4  Rain      Spring  
5  Thunder   Spring  
6  Warming   Summer  
7  Heat      Summer  
8  Drought   Summer  
9  Cooling   Summer  
10 Fall      Autumn  
11 Dark      Autumn  
12 Sleet     Autumn  
13 Bitter    Winter  

Language

The main language of the Wildlands is Wildland. This is the "common tongue" as it were. This language is not spoken outside of the Wildlands.

There is another language, called the Trade Tongue which is known mostly by merchants and is universal across all the "known world". Very few people but international merchants know this language so it is not a universal tongue by any means. Trade Tongue may be learnt as a standard language if desired.

Some other sects also speak their own language. Priests of Storm, Cashel and Mar, for example learn to speak Celestial; Draconic is the language of the priests of Hex; and it is believed that the priests of Elenir have their own secret tongue.

Starting languages: Starting characters all know Wildlands. That is free. They may take their bonus languages from the usual ones, plus Trade Tongue, Albion, Hishan, Khemit and Imperial Honshu. Unless your background explains how you are fluent in Elven, Dwarven, Albion, etc, etc, taking such languages means you can get by in them, but you have little or no experience of using such languages face to face with native speakers.

Most people in Wildlands are literate.

Slavery

Slavery is a sad truth in the Wildlands. Slaves are bought, sold and stolen in all the states. Slaves are noted by the custom of tattooing the mark of the slaves master onto their face. Those slaves that are important and educated (scribes and the like for the rich folk of Maard for example) have small, inconspicuous marks in unobtrusive locations, like behind the ear. Those that are labourers and uneducated types tend to have bolder more obvious brands. Unruly slaves who are bought and sold many times have many tattooes across their faces and are often called "map faces", indicating that you can read their history on their faces like a map.

The amount of slaves and the general law and tolerace of slavery varies considerably through the different city states. In Haven for example, owning slaves is illegal. However it is legal to have servants and of course there is no way to remove a tattoo once it is branded onto a slave, so there are many "servants" in Haven who bear the tattooes of slavery. If asked they will tell that they are ex-slaves, now rescued and working as servants and not slaves and the Haven gentry will never admit to owning slaves. But whether these servants are truly free is another matter. Captain Kennit is well known to be opposed to slavery and often embarks on attacks on the slave ships of Lands End to rescue and free slaves.

In Lands End slaves are bought and sold like any other product - and as often they are raided and stolen from places like other booty. The nature of the place means that intelligent and well educated slaves are not really in demand here so this place has more than its fair share of map faces. Lands End also produces more slaves than any other city state, simply due to its raids to the surrounding lands taking prisoners to be sold into slavery.

Maard also does a great trade in slaves and this is where most of the more intelligent slaves often end up - owned by the richer gentry and land owners of this city state. These slaves, musicians, artists, scribes and the like, are often seen as a sign of wealth and oppulence. Maard also has a law that if you do not have enough money to buy a night in an inn, nor a home to go to in the current village, town or city, then you are considered a vagabond and will be picked up by the guards. If you are not ransomed within three days by some external force (a friend, family member, etc), then you will be sold as a slave at the next market.

Slavery is pretty much unheard of in Wetland. It is believed that Dorian Hawkmoon, the effective overseer of Wetland from his domain in the north is an adamant opponent of slavery, having once suffered that fate himself. So his hand is felt in this city state. Wetland is rumoured to use magic to remove slave tattoos and make people truly free again. To that end, Wetland is a haven that slaves often try to flee to. It is believed this helps to swell this otherwise desolate land's numbers.

Pembrose uses some slave labour, especially in the logging industry. They are under constant pressure from Haven to revoke this law but as yet have not bowed to such pressure.

Also Dominion uses many slaves in its mines, often overseen by dwarven masters.

Races

Humans are by far the most common race in the Wildlands and live everywhere. Dwarves are more common in Dominion than anywhere else. Elves are rare in the Wildlands, apart from the occasional areas of Wetland, and in Pembrose on the edge of the Elvenwood. A very few half orcs can be found in the northern reaches but most are to be found in the rough state of Land's End. A few of the humans found in the Wildlands are foreigners. They tend to come from Hishan, Khemit, Honshu and occasionally Albion. These people are fairly rare here though.

History

In ancient times the land now known as the Wildlands was a beautiful but uncivilized realm of the elves. It was a very sylvan land with wild woodlands and meandering streams and brooks. The elves lived naturally side by side with the land, not building too many structures. Those that they did build were one with nature, blending in with it rather than fighting or competing with it. Their magic was both natural and powerful.

About 3000 years ago humans arrived on the western shores of this land. These savage and brutal people immediately fought the elves for territory. The elves, a mostly peaceful race, were pushed back by these savages and forced to flee the lands. Some fled to the shores and set sail to safer places. Others fled east into the dark boughs of the forest, where those humans who followed were rarely ever seen again.

Some of the humans pushed on, north of the great forest, through the area now known as the Gap, and on into the lands beyond. Those tribes were eventually conquered by a strong leader of men and became the Kingdom of Albion.

Still others headed south of the forest and eventually found a great and impenetrable desert. They settled on its outskirts and adapted to life there, forging what would one day become the Theocracy of Hishan.

Many stayed in the lands they had forced the elves from, captivated by its natural beauty and by the magic the elves had left behind. But these humans had no understanding of what the elves had crafted. They inadvertently, or perhaps intentionally out of suspicion or malice, destroyed much of what the elves had created.

The humans, being a tribal folk, were already formed into bands and clans when they arrived in these lands. They roamed the lands for a time but eventually settled down to form permanent dwellings. These settlements grew and as they did so their influence grew with them. Soon enough the various settlements started to clash. There was competition for land and resources and the nature of this brutal race was that the competition was solved with violence in most cases. Some trade opened up between the tribes but there was also raiding into other tribes' territories and disputes over what each could claim as its own.

These disputes continue to this day. The constant friction, competition and outright war between the peoples of this area have meant that the advancement of this land has been hampered.

Magic

The everyday populace of the Wildlands have no access to magic. They consider it a powerful, strange and dangerous force which is in the realms of the priests to control. They are generally suspicious of it and respectful to those who wield it.

There are basically three types of magic still being practiced here: Divine magic as practiced by the clerics of Storm, Mar, Elenir and Cashel; Arcane magic as practiced by clerics of Hex and sorcerers; and psionic magic as practiced by the Thought Guard of Maard. In addition to this there are the many artifacts and relics left over from the reign of the elves some 3000 years ago, dotted around the various ruins in the wilds.

Strangely enough, the priests of the god Hex are actually wizards, having no divine magic at all. They get on well enough with the sorcerers and bards who also wield this arcane power, although the priests of Hex consider themselves to be more important than mere sorcerers. There are no wizards who are not themselves ordained priests of Hex.

Religion

The Wildlands are united in their veneration of a combined pantheon of deities:

Cashel: The trade goddess. Female aspect. Worshipped by traders on the sea and afoot.

Elenir: The nature goddess. Female aspect. Worshipped by farmers and peasants alike.

Hex: The magic god. Male aspect. Worshipped by all who practice magic and

Mar: The war god. Male aspect. Worshipped by all who practice war, piracy, robbery and raiding.

Storm: The sea god. Male aspect. Worshipped by all who take to the seas, pirates and traders alike.

History of The Wildlands

three thousand years ago

Humans arrived in and drove the elves from what is now the Wildlands. This is the first recorded event in the history in the Rodinian continent. It is a topic of hit debate with scholars as to where these humans came from. Most assume from nearby Khemit, which has been proven to have had civilization predating this time.