Monday, October 2, 2017

The Wilderlands

The Wilderlands Setting

Themes
                1) Things were better in the past.  The Wilderlands is dotted with ruins of ancient civilizations.  Without exception, these civilizations were larger, more powerful, and more technologically advanced than anything that exists in the present day.
                2) Our civilization sucks and is getting worse.  Most of the known lands are wilderness. Vast spaces on the maps have become blanks.  The few pockets of sentient civilization are under siege by monsters and nefarious villains.
                3) Might makes right. In such a hostile environment, anyone who can bring order will gain respect and a following. With few exceptions, the rulers who govern the city-states are cruel killers who tolerate torture and slavery as they build their petty empires.  Many tolerate such brutality, for the alternative is savage chaos.
                4) You are what you make yourself.  The world may sound bleak, but it has unlimited potential for those with the will to make a difference. Heroes really can really change the course of kingdoms, of they can carve one out for themselves.
                5) (Almost) anything goes.  The Wilderlands exist at a nexus of realities, so the lands have pretty much seen everything. Gods from many universes (even our own) make their presence felt here, and sometimes objects and travelers pass into this world from outside.  Watch out, you might just see Bruce Campbell riding a Tyrannosaurus and wielding Excalibur while belting out Scarpia’s aria from Tosca.

History
Your characters will start knowing precious little of the ancient history of the Wilderlands, for much lore has been lost.  They have heard legends of the kingdom of Kelnore and the Orichalans.  The Makrabs and the Demon Kings are just little more than names associated with loose piles of stones.  The God-Emperor of Viridistan claims to rule an empire five thousand years old, but clearly his realm is but a shade of what it once was.  The first real event for which any evidence exists is the founding of the City-State, just over 1400 years ago.  A series of warlords took control of an important crossroads on the Roglaroon Estuary. Soon they grew wealthy enough to challenge Viridistan and the city-state of Tarantis across the sea.  While the Overlords of the City State ruled with iron fists, the prosperity and security they delivered to their citizens helped them to grow. Soon they could claim the Elves of the Deathwood and the Dwarves of Thunderhold as client states. The Halflings of Lightelf happily maintain the eastern roads for the overlord, and the Skandik Sea Raiders and the Amazons occasionally stop feuding long enough to bend the knee to the City State. Many tribes of the savage Altanian barbarians and the Tharbrian horse-lords also pay tribute. It is a loosely governed empire, and it remains vulnerable to Viridistan to the west.



Lands your character might come from
The City-Sate (Population: 60% Human, 15% Other Human, 10% Dwarf, 10% Elf, 5% Other) The only real city in the region, and the seat of the Overlord’s power.

Warwick (Population: 80% Human, 10% Skandik, 10% Tharbrian) The only town in the region that does not swear fealty to the Overlord. Proudly independent, but also fairly hostile to non-human races.

Thunderhold (Population: Dwarf) Largest known population center for Dwarves. Half of the city is aboveground, the other half lies in the Sunstone Caverns below.

Lightelf (Population: Halfling) An isolated population of halflings, who have earned the reputation as bandits.

Barbarian Altanis (Population: Altanian Human)  Community of primitive clans living among the ruins of a lost civilization. Reputation as fierce warriors and mystics. (Think Conan-style barbarians)

The Dearthwood (Population: 70% Elf, 30% Human) Though just across the river from the city-state, it long rejected rule by the Overlord. Recent rise of an orc kingdom pushed the elves and woodsmen closer to the City-State for protection.

The Tharbrian Coast (Population: Tharbrian Human) The wild horsemen who live along the northern coast are fairly recent arrivals in the region. They are allies of the Overlord because they share a common enemy in Viridistan, far to the west.  (Think Mongols)

Sea Rune (Population: Amazon Human): The Amazons recently lost a war with the Skandik and have retreated to their fortress at Sea Rune. They shun contact with outsiders while they rebuild their strength.


Ossary, Armagh, and Croy (Population: Skandik Human) The Skandik tribes rarely unite, but they value warfare and raiding. (Think Vikings)

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