The Wyldlands

The Wyldlands are a vast jungle on Urwald that is home to many peoples, many of whom are fey. While they are discrete political states they share military resources. Their goal is to keep non-native cultures from invading and sometimes venture out to find ways to create beneficial agreements.   The fabled Ilengal nests somewhere deep in the jungle. Home to the first Gracefolk on Pallo, it has stood strong for millenia. It is said to hold the only stable portal to the fey realms from which they came. While few outside the Wyldlands ever interact with the gracekin of Ilengal, they are said to be stoic, elegant, conceited, and haughty.   The mountains at the western edge of the Wyldlands is home to two notable cities, both of which have more connection to the greater world outside of Urwald - Grabandam and Sol Scala. Grabandam is a massive stronghold carved through and under the mountains. It's caverns and halls are home to many hardy folks. They are industrious and provide a vast wealth of resources, though regional conflicts have made that trade more difficult of late. It is rumored that connections to The Deep Roads has helped keep its economy flowing.   Sol Scala is one of two famous settlements of the Lizardfolk Diaspora (link later). It is home to tens of thousands of Lizardfolk. While it receives significantly less light than they usually need or enjoy, working with the nearby people of Grabandam has made it so Sol Scala remains a warm and inviting place for the not-so-warm-blooded inhabitants. Though the diaspora occurred millions of years ago, many lizardfolk communities still congregate together. Most have long since integrated to many other societies, but Sol Scala retained their independent ideologies. While not exclusionary, they do protect their settlement as a rebirth of their ancient holy land the Hot Rocks. As interest in pilgrimage to the Hot Rocks has been resurgent, Sol Scala has become a key part of that journey for Lizardfolk in the southern hemisphere.   Outside of the Wyld Embassy, there are no other established settlements within the jungles of the Wyldlands, but there are countless denizens. There are stories of travellers and explorers encountering hads, witches, dracowolves, dragons, liches, "muckmen", raging bears, and more. Many of these creatures or recluses have little known about them. Part of that is assumed to be because the wyldlands have an affinity for sending people to fey realms. It is also said by many who have passed through that it is common to endure strange "side effects" while there. Some warp perception of reality, some give strange personalities or memories, and some outright alter yourself or your companions, though only temporarily. Many little tricksters are said to enjoy petty theft or harmless pranks now and again. Two examples that have come up in stories are of a sentient, mystical racoon named Pebbles who uses the magic he's learned, or possibly even created, to mess with people. He has been known to help those in dire need. Another is a small tufted titmouse named Willsenya who is fabled to have a dragon's hoarde hidden away somewhere of various personal effects she's nicked from people.
Type
Jungle
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