The Wild Plains are inhospitable. The land is hot, dry, and filled with hostile predators and territorial races. Intruders are not welcome.

Typically, those who live on the Wild Plains are very individualistic and appreciate the freedom that living outside of the control of any but their family group (or tribe) gives. The Plains are mostly for hunters, but few small villages have been established. Each village in the Wild Plains reflects the attitudes and culture of the races that surround it.

Geography

The Wild Plains are a savanna, with sparse trees dotting the entire region, and only a few forests–if they could even be called that. The northern parts are hot and very dry, and there are no major rivers or lakes to speak of. Control of these water sources is paramount to survival, and more battles have been fought over water than any other cause in the Plains. The southern half has one, large river, and a thick row of trees flanks both sides of that river. This is the more violent part of the Plains as various tribes vie for control.

The species that live on the Plains are wide and varied, and you will commonly see most species you can think of wild, and there have been occasional sightings of giants. There are tales of basilisks that roam the Plains, but this is unconfirmed.

Cultures

The Wild Plains are broken into three sections: North, Middle, and South. The various groups that live there have come to an uneasy accord after a significant period of fighting.

  • Humans

    • The humans were the first race to live on Azkon, and the first to live in the Wild Plains. As it was one of the few areas not controlled by the Hazon Dynasty, no one group has ever united the region, instead the humans mostly lived in small villages or nomadic barbarian tribes. With the coming of greenskins, kithrix, and elves, the humans have been under more pressure to fight for survival.
  • Wood Elves

    • Until recently, wood elves had lived in the Wild Plains, claiming the most northern parts of the area. They recently moved to Alindariel, a home they can truly call their own. Their departure has left a vacuum in that region of the Plains.
  • Greenskins

    • Ogres, trolls, orcs, and goblins historically held the middle section of the Wild Plains. With the departure of the wood elves, and the ascension of an orcish Feydor, they have multiplied and filled much of the area threatening all who try to live, or claim, the Plains.
  • Kithrix

    • In the southern reaches are the Kithrix, and they travel in prides. The dominate the Southern Plains area around the Library of Arn. Their home is similar to the Northern Plains, but it is noticeably cooler. The kithrix are few in number, but can fight back armies if they all band together. Little is known about the pride structure, though many scholars have tried to investigate. A few prides continue to call the Northern Plains their home, but various struggles with rivals have reduced their numbers greatly.
  • Dwarves

    • Far to the west of the Plains sits the Flodgræg, a flooded mine occupied by the Anræd Dwarves. Since the dwarves do not discuss their business with anyone, what goes on in that mine is known to only them.
  • Library of Arn

    • The Library is a haven of knowledge and magic, but is wary of outsiders, for they never know who could be a Kranian in disguise.
  • Vargenstrad Castle

    • Somewhere in the west, nearly out of the Wild Plans, sits Vargenstrad Castle. This is occupied by the Templars of Azkon, and none but those in their order travel to this place and survive.

Towns in the Wild Plains

There are six human towns in the Wild Plains: Malmira, Avilis, Jhol’Datten, Ipsum Village, Crestmoor, and Qistarr Village.

Malmira:

Malmira has been the center of various events in the history of the Plains. It was the town at which the various races agreed to split the Plains. It is also the closest town to the Hazon Empire, and so it is usually the staging point for their army in the Empire’s never-ending campaign to tame the Plains. Of all the towns in the Plains, it was the closest to a town in one of the neighboring kingdoms. There was little of the frontier in Malmira. Mostly the citizens were farmers who followed Aravel, Teel, and Aranayan. Malmira was destroyed by the Broken Crown in the year 1,017 as they marched through the Plains. It was later their base of operations as they used catacombs below the city to hide their army. The survivors of Malmira fled to Garresh, but the people of the Plains are used to rebuilding and starting over. The town has been destroyed before, it will likely be rebuilt and destroyed again. The sentiment of a citizen of Malmira is “My family has lost their home here for five generations. I’m not going to give up, now.”

Avilis:

Avilis is close to no house, but is frequented by members of the Brotherhood of the Road. Despite living near many orc and goblin tribes, the people of Avilis never established a strong understanding of their neighbors. Instead they relied on the mostly human Brotherhood of the Road to keep them safe. Avilis was destroyed in the year 1,017 by a massive horde of orcs. Some of the people of this town fled to Garresh. Before its destruction, the people of Avilis followed Etall, Odara, and Vanaria–many of them had relatives in Valzenn.

Jhol’Datten:

The town of Jhol’Datten is a classic Northern Plains town. It is a blend of peoples and cultures. It is surrounded by greenskin tribes, borders Valzenn, and is on the ill-used road to the Library of Arn. It is also located close to the Grey River. Not so close it is exposed to raiders, but close enough that dwarven merchants traveling down the river have been known to stop by. While kithrix and wood elves do not live near this town, they have been known to travel through it.

Because of the unique mix of cultures, the people of Jhol’Datten are mostly free of conflict. Anyone who messes with the people of this town will quickly find out what it’s like to be universally disliked by a town of Feydor and Nargoth (NOT Noreis!) worshipers. It is this mix of culture that saved Jhol’Datten from the orcs. They have an understanding with their neighbors that the people of Avilis do not.

Ipsum Village:

Ipsum Village is an unusual neutral town. It borders the dwarves Flodgraeg Mine, but it also borders the Grey Mountains which are infested with ogres, trolls, and orcs. The people of this town had found a way to survive by welcoming all races to trade peacefully. The village profits, and each side expands in trade partners. They are then welcome to use what they recently gained in trade to kill each other, just not anywhere near the town. The dwarves also bring goods to Ipsum from the Library of Arn. The village itself is mostly populated with humans, but humans who do not mess around and know how to deal with dangerous neighbors. The people of this town reflect the values of their neighbors. More crafters, both Reghastian and Feydorian, are found here than in any other Plains town. 

Crestmoor:

Crestmoor used to do for the wood elves what Impum Village did for the dwarves. They were a trading hub where elves, orcs, and ogres could peacefully trade in a controlled environment. With the departure of the wood elves to the Kingdom of Alindariel, the people of Crestmoor have found themselves without their primary role. The people of this town know how to deal with dangerous neighbors and consider themselves to be the frontier of human settlement. The best trackers come from Crestmoor, and the people closely follow Dania, Feydor, and Nenteth. 

Qistarr Village:

The people of Qistarr Village pride themselves on their town being the oldest on Azkon. In their stories, the first humans on Azkon lived in this town and then spread south. In recent history they were trading partners with the wood elves who no longer live in the Wild Plains. They also traded with the various barbarian tribes in the Northern Plains, but there are few left after the most recent Hazon invasion and the purges of the Broken Crown. Like the people of Crestmoor, those of Qistarr Village find themselves without a way to make ends meet. The have had some dealings with Lazora, as House Kran briefly entertained the notion of expanding their horse breeding into the Wild Plains; the people of Qistarr Village are the finest horse breeders in the Plains. The people of Qistarr worship Nenteth, Dania, and Belendor.