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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