The Forgotten Wastes
Coins clink on the counter. Boots shuffle, scabbards shift. A group of cloaked men in bloodstained cloaks enter the tavern, sacks slung over shoulder. Another successful raid...
The Forgotten Wastes make up what remains of Kalladonia, a continent once home to the mighty civilizations of Man and their kin. Castillia, the peninsula commonly called the Isle of Man, is only a fraction—perhaps 2 to 3 percent—of what those civilizations once held. The ruins of old cities still dot the landscape, but it has been 1,677 years since the last of the megakingdoms fell. Time, weather, and monsters—sometimes whole kingdoms of them—have taken what remains. In the southern reaches of Castillia, an entire economy has formed around this desolation. Known as the adventurer economy, it sustains the border towns and cities that sit between civilized society and the wastes. The Noose, a settlement in Rhys, is among the most infamous of these places. Here, mercenaries known as “seekers” are hired directly by the Red Banner, the ruling body of Castillia, to delve into the ruins. These seekers are often criminals, outcasts, or the desperate; rarely does anyone of sound mind take up such a life. Yet for many, it is the only path left that offers any chance at wealth or upward mobility. With the right find—a relic, an artifact, a bauble from the old world—a nobody can become somebody overnight. The Red Banner pays for these relics in coin, political favor, or legal pardon. Its mission is clear: to rebuild civilization by reclaiming the tools and knowledge of the past. But Castillia’s official armies are stretched thin; they are focused on securing the peninsula and cannot spare the manpower for large expeditions into the wastes. Aside from rare scouting missions, the military presence rarely pushes past the borders of Rhysii territory. And so, seekers take their place. Formally called “Seekers of Antiquity,” these adventurers risk death every time they leave the border. Many are torn apart by monsters, die to ancient traps, or simply vanish without a trace. But those few who return—especially those who return often—become figures of national attention. A ranking system maintained by the Red Banner tracks and publicizes the top ten seekers in the nation. These individuals are often feared as much as they are admired; they tend to be ruthless, damaged, and morally compromised, but they succeed where others do not. Young Castillians often dream of becoming seekers, imagining themselves as heroes. But in time, they learn that there are no true heroes left—only survivors. The Red Banner does not concern itself with the fate of any one seeker. If they die, it is one less mouth to feed. If they succeed, the state grows stronger. It is a cold calculation, but one that has served Castillia well in its efforts to resist the darkness pressing in from beyond.
The Forgotten Wastes make up what remains of Kalladonia, a continent once home to the mighty civilizations of Man and their kin. Castillia, the peninsula commonly called the Isle of Man, is only a fraction—perhaps 2 to 3 percent—of what those civilizations once held. The ruins of old cities still dot the landscape, but it has been 1,677 years since the last of the megakingdoms fell. Time, weather, and monsters—sometimes whole kingdoms of them—have taken what remains. In the southern reaches of Castillia, an entire economy has formed around this desolation. Known as the adventurer economy, it sustains the border towns and cities that sit between civilized society and the wastes. The Noose, a settlement in Rhys, is among the most infamous of these places. Here, mercenaries known as “seekers” are hired directly by the Red Banner, the ruling body of Castillia, to delve into the ruins. These seekers are often criminals, outcasts, or the desperate; rarely does anyone of sound mind take up such a life. Yet for many, it is the only path left that offers any chance at wealth or upward mobility. With the right find—a relic, an artifact, a bauble from the old world—a nobody can become somebody overnight. The Red Banner pays for these relics in coin, political favor, or legal pardon. Its mission is clear: to rebuild civilization by reclaiming the tools and knowledge of the past. But Castillia’s official armies are stretched thin; they are focused on securing the peninsula and cannot spare the manpower for large expeditions into the wastes. Aside from rare scouting missions, the military presence rarely pushes past the borders of Rhysii territory. And so, seekers take their place. Formally called “Seekers of Antiquity,” these adventurers risk death every time they leave the border. Many are torn apart by monsters, die to ancient traps, or simply vanish without a trace. But those few who return—especially those who return often—become figures of national attention. A ranking system maintained by the Red Banner tracks and publicizes the top ten seekers in the nation. These individuals are often feared as much as they are admired; they tend to be ruthless, damaged, and morally compromised, but they succeed where others do not. Young Castillians often dream of becoming seekers, imagining themselves as heroes. But in time, they learn that there are no true heroes left—only survivors. The Red Banner does not concern itself with the fate of any one seeker. If they die, it is one less mouth to feed. If they succeed, the state grows stronger. It is a cold calculation, but one that has served Castillia well in its efforts to resist the darkness pressing in from beyond.



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