Untamed Realm
The Untamed Realm is the host dimension for Zoomancy, a field of magic involving animals. It is near impossible to leave an imprint on this realm - this dimension does its best to rid itself of any man-made objects and structures, an act of self-cleansing that preserves the untamed, untouched aspect of the realm.
Geography & Navigation

This realm is unending wilderness in the form of diverse and sprawling biomes. Vibrant rainforests border thick, muggy coastal swamps. Expansive oceans divide the realm, splitting up vast landmasses.
The environments of the realm bring about a sense of familiarity and comfort, yet also evoke a sense of mystery and wonder.
The Untamed Realm presents itself differently to anyone that visits. One person may find themselves baking in the heat of a desert, another trying to navigate a frozen canyon. As you travel outwards from your starting point in the realm, the environments start to warp, becoming more surreal, more alien.
Things only become more dangerous as you travel. The land begins to fight back, throwing natural disasters to dispel you and force you to turn back. The realm won't try to kill you, but it will do its best to encourage you to leave.
Wilderness Walkers
A group of nomads, referring to themselves as the Wilderness Walkers, have managed to survive in the Untamed Wilds for hundreds of years. These people have all wound up in the realm independently, yet managed to find one another and build a community based on mutual admiration, love, and of course, magic.
The Walkers have lived in the realm long enough that it no longer fights back, and accepts them as inhabitants. Very few people last long enough in the Untamed Realm to experience this, as the process can take several years. The Walkers rest in caves and hollows, sleeping on leaves, soft mosses, and other comfortable materials.
Recycling what nature gives them keeps the Untamed Realm from destroying what the Walkers create. While they don't built houses, the Walkers have created simple tools to make their lives easier. Some Walkers carry bows and arrows to hunt food, others supplying wood and charcoal to create small fires. The rest carry an assortment of other useful resources.
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