The Hunting Lands

Sprawled across the wide, open expanses between the Icy Sea and the northern borders of Tenh, Furyondy, and the Bandit Kingdoms, the Hunting Lands are a vast and windswept region of rolling prairie, scattered woodlands, and low hills. This rugged terrain is the ancestral home of a proud, nomadic people known to themselves as the True Folk, but often referred to by outsiders as the Rovers of the Barrens—a name steeped in condescension and misunderstanding.

The Hunting Lands are a place of fierce independence, relentless motion, and enduring tradition. Though often scorned by outsiders, the Rovers are survivors—horsemen of unmatched skill, loyal to their own, and unyielding in the face of foreign rule. They are the storm on the horizon, the ghost in the grass, and they remember every slight etched into their long memory of the land.

Geography

The Hunting Lands encompass a region of wide-open plains, marked by stretches of tall grasses, shallow rivers, and intermittent stands of hardy trees. The climate ranges from temperate in the south to frigid in the far north, where icy winds sweep down from the Black Ice and the Icy Sea.

  • In the summer months, the grasslands bloom with wildflowers and game flourishes—herds of bison, elk, and wild horses roam the open country.
  • In winter, the land becomes a frozen sea of white and grey, punishing and nearly impassable.

Despite the harshness, the Rovers thrive here, following the seasonal movements of the herds and making camp in the shelter of low hills or wooded glades.

Fauna & Flora

The inhabitants of the Hunting Lands are a fierce, mobile culture descended from ancient Flan tribes, shaped by generations of survival in an unforgiving land. They live in tight-knit clans, traveling with their herds and dwelling in tents and yurts made of hide and felt.

  • Horsemanship is central to their way of life. From a young age, Rover children learn to ride, hunt, and fight on horseback with bow and spear.
  • Raiding is part of their cultural tradition, viewed as both a means of survival and a test of courage. For centuries, Rovers have launched seasonal raids into Furyondy, Tenh, the Bandit Kingdoms, and even into the lands of the Wegwiur (the Tiger Nomads).
  • Though often labeled “barbarians,” the Rovers possess a rich oral tradition, a strong spiritual bond with the land, and a code of honor that emphasizes loyalty to clan and kin.

Their chieftains are chosen through feats of strength and cunning, and their spiritual leaders—called dream-guides—commune with the spirits of the wind and ancestors.

History

In recent years, the expansion of Iuz's forces and incursions by other regional powers have pushed many Rover clans from their ancestral routes. Some have been scattered, others absorbed into mercenary groups or forced into reluctant alliances.

Still, many clans remain defiant, continuing to ride the wind-swept plains, following their traditions, and striking like thunder when opportunity allows. There are whispers that a charismatic new warleader may be rising among them—one who dreams not just of survival, but of uniting the clans and reclaiming their full ancestral range.

Tourism

The Rovers have few allies. Their history of raiding, particularly into Furyondy’s northern frontier and the Bandit Kingdoms, has earned them a reputation as marauders and brigands. However, their enemies often underestimate the Rovers’ discipline, tactical skill, and knowledge of the land.

  • The Bandit Kingdoms view them with a mix of fear and envy, sometimes trading, sometimes clashing.
  • In times of crisis—such as the rise of Iuz—some Rover clans have reluctantly allied with other powers, offering skilled scouts and cavalry to those who respect their autonomy.

They distrust magic, organized religion, and centralized authority, preferring the freedom of the open steppe to the order of cities and thrones.

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