The Wild Lands

The desolate wasteland where power reigns supreme

Map of The Wild Lands

Structure

The Wild Lands has no set organizational structure other than those carved out by the strong. The Orcish Clans who reside there are the largest and most powerful force, followed closely behind by the Hobgoblin City-State of Dhacruz, also known as the city of mercenaries, the Alpha Lamia Packs in the west, The Dai-Yukai and Jotun tribes in the far north-east, and the Wulven of the Terrorclaw Thicket. In The Wild Lands, strength reigns supreme and is the primary driving force that allows those who reside there to carve out fiefs or land for themselves, as the Giants, Beasts, Monsters, Wildmen, and other roaming packs of lawless creatures do whatever they desire with their immense power to any they can beat down and overpower.   The Orcish Clans who reside in The Wild Lands are the primary rulers of The Wild Lands, and they are listed below along with their chieftain or leader and main village.  

Boneshot Tribe

Chieftain: Hauker Steelgouge   Main Village: Boneshot Village

Bloodsong Tribe

Chieftain: Thrax Bloodsong   Main Village: Bloodsong Village

Spearslammer Tribe

Chieftain: Davos the Weapon Whisperer   Main Village: Spearslammer Village

Cavesmasher Tribe

Chieftain: Gurt the Indomitable   Main Village: Cavesmasher Village

Fireaxe Tribe

Chieftain: Golgut Fireaxe, AKA The Volcano   Main Village: Fireaxe Village

Shadowstalker Tribe

Chieftain: Redriax the Half-Breed   Main Village: Shadowstalker Village

Goldaxe Tribe

Chieftain: Titus Goldaxe   Main Village: Goldaxe City

Iceblasted Tribe

Chieftain: Ghorlock the Glacier   Main Village: Iceblasted Village

Shieldwall Tribe

Chieftain: Marcus Greenskin   Main Village: Shieldwall Village

Wyrdnaught Tribe

Chieftain: Farseer Kethrioc   Main Village: Wyrdnaught Village

Public Agenda

The Wild Lands is far from a unified land or country in any way, and the only central agenda of those that live there is the accumulation of more power, more land, and the thrill of conquest and destruction. Recently, however, Titus Goldaxe has risen as a figure who has begun to rally and unite the Orcish Tribes into a single, coherent force with the goal of creating a unified Orcish Empire in the Wild Lands and giving his people what they once had long ago. In time, he wishes to perhaps unite the entire Wild Lands beneath his banner and make The Wild Lands a coherent political and national force to give his people a voice on the world stage.

Assets

As disjointed and unorganized as The Wild Lands is, it has little in the way of functional assets such as Castles, Forts, and other Fortifications...those that exist have long since fallen to some degree of ruin and been conquered and changed owners multiple times throughout the centuries...nothing in The Wild Lands is generally fully functional or wholly intact, and most of the existing assets and infrastructure that exists here has been looted, stolen, conquered, and/or taken from another at some point in its history. Blades and weapons are often cracked and chipped, buildings and fortifications are ruined to some degree, and even horses and the animals here are savage things, looted from some other place long ago and introduced into the land's ecosystem. Only that owned by the highly rigid and militaristic Hobgoblins of Dhacruz are known for keeping their city, fortresses, and equipment in tip-top shape and working order out of a warrior's honor and duty to their gear.   The Wild Lands is, however, notoriously rich in simple metals and ores, and is famous throughout the western continent for its overwhelming surplus of Iron and Copper mines, most of which are occupied by the Orcs, Giants, Monsters, Hobgoblins, and other lawless creatures that dwell there...having been stolen and conquered from their original owners long ago who once dreamed of setting up a mine and becoming rich off the lawless land's abundant resources, only to have them crushed as the local denizens gleefully took it as their own and killed or enslaved them.

History

The Wild Lands has existed in its current lawless, desolate state for nearly as long as any living creature can remember, save perhaps the Forest Elves or the other most long-lived races...even back as far as the end of The Age of High Humanity nearly 2000 years ago, it has been in its current form. However, it is believed to have once been the home of the ancient High Orcs and the homeland of their vast, world-spanning empire...the verdant, fertile, grassy homeland in which they grew to become the greatest and most civilized power of The Age of High Humanity on the surface, only rivaled by the High Humans and a few other civilizations. During their time, it was said to be fertile and abundant in animals, plants, and all sorts of resources...however, its current state can only be attributed to the High Humans and their titanic magical cannon ETHERION which is said to have utterly exterminated the High Orcs and reduced them to their current, barbaric state...as well as obliterating almost all resources, animals, and life within the area and rendering it into a scarred, barren wasteland.   Ever since, even after the Fall of High Humanity, the Wild Lands have been an unconquerable wasteland where beasts, brutes, monsters, and lawless things roamed, beating and eating and conquering as they wished.

Demography and Population

The Population of the wild lands is spread wildly within its borders, and each of the tribes, races, and cultures that dwell there tend to congregate in certain areas of the country. The Lamia Alpha Packs tend to dwell around the country's western half, roaming about greedily devouring any foolish enough to cross them, while Dhacruz sits as an impervious bastion in the east, on the coastline. The Wulven tend to dwell within the large forest known as Terrorclaw Thicket, and the Orcs gather into tribes that can be found all over the country.   The population here is diverse, hodgepodge, and tends to lean towards gathering in small tribes and bands rather than huge population centers...all the better to roam about and conquer the land and any who dare to wander within it, they think. The birth and death rates here are both incredibly high, due to both the incredibly lawless and violent nature of the creatures and beings that dwell there as well as the brutality with which some denizens capture others and force themselves upon them for procreation and childbirth, discarding them when they are spent and killing them.   Almost all races, cultures, and monsters can be found within The Wild Lands to come capacity, often found scattered about the country at random in tribes both large and small, attracted to the brutal and highly power-based way of life that can see almost anyone rise to power assuming they have the strength of body and sometimes mind to rally others to their banner. Large gathering of the population are rare in The Wild Lands, and tend to only happen when a creature arises capable of leading such a large force and guiding them towards a single objective, such as some massive conquest, war, or other objective worthy of such a large force.

Territories

The Wild Lands are the remains of the empire of the High Orcs which, while they were once vibrant and verdant lands full of life, were reduced to atomized and blasted wastelands at the hands of High Humanity and their titanic magical apocalypse cannon, ETHERION. The lands have since been a lawless area where only strength ruled, and the armies of the neighboring countries dared not enter for fear of provoking the Orcish hordes into full-scale, united warfare. Now, the land belongs to any strong enough to hold it, and a myriad of races and tribes and cultures have moved in and carved out fiefs of their own.

Military

The Wild Lands has no centralized military force, though many outsiders with little knowledge of the land's inner workings simply believe the Orcs to be the land's military. While this is technically incorrect, the Orcs are the largest and most warlike and most powerful force in the lawless Wild Lands, and it is their overwhelming power and numbers which serves to give the region any semblance of "order". They are also the most well-known outward face of the country, and many other countries consider them and their desires synonymous with the Wild Lands themselves...though as a military, the Orcs leave much to be desired, they are a terrifying force with both strength in numbers as well as highly powerful individual units, with a loose organization between the tribes that gives them just enough coherence in times of war to band together and form a coherent military. Some Orcish tribes are more predisposed to organized warfare than others, and some tend to be more chaotic and unorganized fighters, so their variety is often a strength and weakness.   In truth, however, while the Orcs are an incredibly and overwhelmingly powerful military, each group, tribe, people, and culture present in The Wild Lands fights and protects themselves, and each has their own "military" force, their own tactics and organizations and methods that they use to protect themselves and conquer and crush their foes. Dhacruz is the second largest military force in the country, and is a notoriously lethal, organized, and deadly fighting force that not even any of the Wild Lands' barbaric and powerful monstrous denizens care to provoke, lest they face the wrath of Dhacruz's Mercenary Legions.

Religion

The Wild Lands has no central religion, as their is no central power that controls it. The Orcs are the closest the Wild Lands has to "rulers", but even they do not command the region as an absolute force or kingdom...the worship of Ruthger, The Mad Warrior is most common within the Wild Lands, but each race, tribe, and culture may worship other gods as they see fit.   Nearly no religions are shunned or banned here due to the lack of a central governing force, and even dangerous religions normally killed on sight in civilized lands such as the faith of Vvaal, The Bound Obliterator, are allowed within The Wild Lands, though the denizens there may attack them just as they do any other force that dwells there, most tribes and creatures there hold no innate bias towards any specific religions.

Foreign Relations

The Wild Lands is mostly an apolitical land, wholly uninterested and mostly incapable of acting on the world stage, with only the Orcs being a large and coherent enough force to be recognized as anything close to a 'kingdom' or threat by its neighboring countries. While the hobgoblins and mercenaries of Dhacruz on the eastern coast are certainly the most disciplined and militaristic force in the land, they are but a single-city state, and purposely avoid involving themselves in Politics so they can sell their highly sought after services as mercenaries to other countries around the world for use their own wars and conflicts.   Only recently has Titus Goldaxe risen in the Wild Lands and begun to unite the Orcs into a coherent empire...with an unnatural orcish charisma and a surprisingly deft hand at both orcish and normal politics, he has begun to give his people a presence in the world stage and truly bring them into the light of civilization.

Agriculture & Industry

Fertile land in the Wild Lands is a rare and precious commodity, and only the most hardy and stubborn crops can even hope to survive here...as such, the land has little in the way of developed agriculture such as farming fields for crops and such, while what fields do exist are highly coveted by those that dwell there. Instead, animal husbandry is the biggest industry here, as the animals of the Wild Lands are huge, lumbering, powerful things easily powerful enough to fell a trained Giant in combat, much less a lesser humanoid...animals are herded for their meat, trained for their use as companions and mounts, and milked for any other things or edibles they might produce. The various lakes and the coasts are the other biggest source of food in the country, and what little crops do exist are protected viciously by all who possess them, as most of the land's crops and natural plantlife is lethal and cannot be considered edible to most creatures. The Wild Lands is highly valued as a producer of the continent's most powerful, well-bred, and well-trained beasts such as horses, dogs, and more powerful dire beasts...all of which have excellent pedigrees and reputations, and are highly valuable.   The Wild Lands is incredibly rich with Iron and Copper, and there are dozens of mines scattered about which constantly change hands as the owners conquer and re-conquer them to use for their forges and small fiefs...who built them originally is often a mystery none care to solve. Secondarily, the land is also highly and incredibly rich in magical power deep under the ground, and in the deepest reaches of the mines and caves that dot the landscape one can find many magical ores such as Mithral, Adamantine, and more...especially magical crystals and even Ioun stones can be rarely found here, possibly as a latent side-effect of the land soaking up the magical energies of the ETHERION cannon which was used to exterminate the High Orcs.

Trade & Transport

The Wild Lands are a lawless place, one many believe could never maintain a road network or transportation system, but those who arrive there themselves find that the lawless country is not so helpless in that department as many would think they are. Instead, a unique group that many consider a mobile country all of their own known as "The Gnomic League" eternally prowls the desolate wastelands with sprawling trade caravans, maintaining the simple dirt and rarely stone roadways as they move about trading and bartering with the various tribes that dwell across the country. It is The Gnomic League, with their massive caravans and sprawling tent cities, which ensures the Wild Lands' highways and transportation networks are kept operational, that trade continues to flow through the land, and that all who dwell there are kept well-stocked and supplied with slaves, food, and other items and resources...uniquely, they are a group most all who dwell there have long ago learned to let alone. For while the Gnomes who make up the Gnomic League are quite helpless themselves and are generally just traders, the consequences of attacking their caravans or tent cities are often irreparably damaging to those who commit the deed...the caravans will no longer travel near them, and will often purposefully empower their enemies with more supplies even as the offending tribe's supplies dries up and vanishes. Often, other tribes will protect the Gnomic Caravans from those who dare to attack them out of not only a desire to stay in their good favor, but to prevent others from conquering the League and plundering their supplies for themselves.

Education

Education is incredibly rare in The Wild Lands...only in incredibly civilized areas such as Dhacruz or Goldaxe City is it even possible to obtain one, and otherwise it is a tribal and simple lifestyle, often one that means those who dwell there can only speak their native tongue and maybe Common if one is lucky...if they care to speak to their prey at all, of course.

Infrastructure

The Wild Lands has almost no infrastructure to speak of, and what little can be found such as the highways and trade networks are maintained by the Gnomic League. The various fortresses and fortifications across the lands are relics of the past, often ruined to some degree or another, and occupied by forces who either killed the original makers or occupants, or killed those who killed the former occupants...

With strength we conquer.

Founding Date
Unknown. The Wild Lands have existed as a chaotic wasteland for countless centuries.
Type
Geopolitical, Country
Alternative Names
The Orcish Wastes, The Deadlands
Demonym
Wildkin
Leader
Government System
Kratocracy
Power Structure
Autonomous area
Economic System
Barter system
Currency
In the rare bastions of civilization that exist within the Wild Lands the Three-Coin System is commonly used, but in the lawless wastes those who live there put more stock in barter than they do coinage.
Major Exports
The Gnomic League, which oversees exports, imports, trade, and roadways within the Wild Lands, exports a massive slew of things on behalf of the tribes and peoples who dwell there, the most common of which are Iron, Copper, Slaves, Magical Crystals and Items, and Manpower such as Mercenaries, though the League does export many many things of their own and of others besides this.
Major Imports
The Gnomic League, which oversees exports, imports, trade, and roadways within the Wild Lands, imports a wide variety of goods that the Wild Land's denizens might need, but the most popular imports are food, slaves, and weaponry or armor, though the League does import many many things of their own and of others besides this.
Legislative Body
The Wild Lands has no central legislative body. Each group that dwells there rules themselves, though Titus Goldaxe, being ruler of the Orcish people, is the most notable leader in The Wild Lands.
Judicial Body
The Wild Lands has no central judicial body. Each group that dwells there rules themselves, though Titus Goldaxe, being ruler of the Orcish people, is the most notable leader in The Wild Lands.

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