Atlas of the Wandering Wilds
“It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.”
― J.R.R. Tolkien, The Lord of the Rings
There is a place beyond home and hearth, a place beyond the rivers and valleys of the land of your youth, a place beyond the Dream, a place just beyond your front door and over the garden wall, a place you might find yourself if you let go of the world you know and go wandering.
Welcome to the Wandering Wilds!
It is a land of story and song, a place of myth and legend, a place where every rock and tree lies deep in the stream of history. Every person you meet is in the middle of their own fantastic journey. Around every corner is a curse, a secret door, a hidden path, a song yet to be sung. It is a place of endless horizon, where the world is flat and the sea goes on forever, where every path meets another. There is always a new land to explore.
So step on the road and keep your feet, for not all who wander are lost.
This is the map of the Known World, the main region for my Weird Wanderings game. Most of this is taken straight from the Discord server.
The Wandering Wilds are lands of myth and folklore. This is a land of fairytales and magic. The Moon and Sun revolve around the earth. The world is truly flat and the Sea goes on forever. This is a place on the other side of the Dream, a place that inspires our own world's stories. It is the world as viewed through the unfiltered eyes of children, full of wonder and monsters.
- Gray Guard: a walled and fortified town built by the hardy people who survive in these woods.
- Stone Circle: Ancient stones covered in runes, said to be the dwelling place of trolls.
- Salt Break: A town around a lighthouse, built to light the way for sailors crossing the Wine Dark Sea towards the Monsterlands. Many great and terrible things lurk beneath the waves and every sailor here has a story to tell.
- Highmount: the city that touches the sky. It's said the minarets sometimes scratch the moon. Here the High King looks down on all the human world on this continent holding his iron scepter of command.
- Sheriff Fort: In fighting among the nobles has gotten to such a point that the King has appointed a sheriff to keep order in the Crownwoods. The Sheriff quickly fell into the pockets of the petty lords and ha began tyrannizing the common folk and punishing criminals in cruel and unusual fashion.
- The Robber's Tree: A place where the Sheriff hangs criminals, but it has inadvertently become a symbol of defiance for outlaws.
- Labyrinth of the Lost: To be in the Labyrinth is to be lost. The labyrinth is made of the ruins of the Old Kingdom, city streets turned from bustling areas of activity to eerily empty and overgrown labyrinthine passages. No bird sings here, nor wind blows, but all is still and silent. Be careful of breaking said silence.
- Palace of Ruin: Twisted and lit by baleful fire is the ruined and twisted castle of the Verdigris Queen. Far too many gargoyles and reliefs of monsters crowd the walls and parapets. The Queen is rumored to have hoarded the incredible splendor of the Old King here, and many treasure hunters have died attempting to attain it.
- The Necropolis: A city of the dead, more lively than it has any right to be. The dead can be menacing here or surprisingly jovial. Many treasures might be found here but the dead do not suffer robbers lightly.
- The Windy City: Established by so-called apprentices of the Wizard of Winds. These magicians use the winds to power their city and fuel their magics. It is a bustling city of trade and opportunity because of the river flowing from Highmount towards Nevermoore. The wizards of the Windy City are not fond of the Giant and they have a healthy respect for the Court of Birds.
- The Wind Wizard's Keep: A great tower coming down from the clouds and not quite touching the ground. Huge vents in it create winds and storms when the Wizard is in a bad mood. The key to traversing the winds is song. The winds keep back monsters from the Monsterlands and keeps the Giant's flying castle away.
- Giant's Castle: An enormous castle occupied by the Cloud Baron and his rowdy sons. They take slaves from the people of the plains and make them harvest cloud stuff.
- The Court of Birds: Many birds in the Wilds are more than they seem, able to transform into a giant bird form or a humanoid form. They mainly concern themselves with their wars over the Cloud Seas with the Cloud Giants and other enemies of the skies.
- The Village of Starfall: When the stars dance across the heavens, they tend to fall in the fields overlooked by the quaint and vibrant village of Starfall where star catchers and opportunists of all stripes gather for the yearly Starfall Festival, eager to hunt and catch a fallen star
- Hidden Palace: a huge walled structure hidden among the hills with a grand door that seems to part a curtain of trees and moss. Within is a twisting labyrinth of luxury, a perpetually shifting prison and pleasure palace for the accidentally tormented and trapped soul of a wealthy lord's son. His father used a Wishing Orchid that took his wording very literally. Now the son attempts to keep all wanderers within the walls and kill them if they refuse.
- Garden of Delight: A walled garden where fair folk like satyrs and nymphs live, luring mortals to come join them in their parasitic pleasures.
- Brightfort: a shining city of high spires made of white, rainbow-veined marble with gold minarets. The symbol of the sun is everywhere. This is an electric center of culture and prosperity in the kingdom. The Prince of Brightfort is beloved across the land perhaps even more than the High King. He is holding a Parade of Progress where inventors from across the Wilds are coming to display their inventions.
- Seagate: The thriving Port of the kingdom bringing in the exotic goods of far off lands through incredibly lucrative trade. Anyone from anywhere can be found in Seagate. It is a place where the wind is always fair and anything is possible.
Scarlet Wood: A forest stuck in eternal Autumn. Time is strange here and phantoms of the past rise to live again. The Fair Folk love this place and life in the weak and vulnerable to their cruel festivities.
Wonderlost: A place ruled over by the Grand Duke of Fall and King of Wonderlost, Billy Hemlock. He calls away foolish knights and adventurers to get stuck in endless impossible quests or vulnerable people to dance in his perpetual masquerade ball.
Abnoba's Zoo: The beast witch Abnoba keeps a zoo of her cursed hybrid people here.
Timeless Vale: A place hidden in the mists where scenes of ancient times are allowed to exist once more.
Misty Sea: A cold inland sea, replete with fish and mermaid sightings.
Fisher's Ferry: Shipping and fishing center of the Misty Sea, receiving goods from Nevermoore and sending them along to Highmount and the Crownwoods.
Lonely Island: An old mysterious tower lies in the center of the sea, it's considered forbidden by sailors: a place of ill omen. It is home to the mysterious Wizard of Ways.
Nevermoore: a decrepit swamp haunted by horrors that lurk in the shadows.
Nightgrasp Keep: A tilted and sunken tower dwelled in by the Pale Count.
Dampmirk: a small town of swamp dwellers who make a meager living in inhospitable conditions.
Dredger’s Bay: A giant turtle shell containing the rough and tumble sailors that make a living off the Misty Sea. It is a hive of scum and villainy.
Shrouded City: A city of magicians creating machines of war to fend off the monsters of the Enchanted Dominion. This is a grim place beneath great stark towers and great smoke stacks pumping out smog. They bind all manner of fairies and demons to fuel their magics.
- House of Shadow and Light: The prison of Queen Mab, Queen of Wind and Darkness. She was trapped here in the maze like corridors of deep darkness and blinding white light, a prison of duality that has sundered her mind. Now there are two Queens, the White and the Black, commanding armies of toy soldiers as they live out dreams of extremity, always polarized, never reaching balance, and indeed they must not, for if the spell is broken, Queen Mab will be free.
- City of Lanterns: A wandering city that appears in the treetops. Suddenly all around is light and laughter. Silk tents appear, hanging lanterns of fireflies appear on the branches. The Fair Folk of this place are jolly and welcome all to join in their endless feasts and celebrations. The atmosphere is as intoxicating as wine. You would do well to keep yourself from staying too long, else a misplaced step will see you tumbling down or perhaps worse, you might lose all track of time and simply remain here forever.
- Goblin Market: Anything and everything can be found here for barter and sale. The goblins carry on their endless trade in the warren of tunnels they've eaten into a giant apple. The only trick is finding your way around. Listen to the right song and you might find your way where you want to go.
- Nightling Vale: The nightlings are a group of Fair Folk deeply aligned with the night and cast long shadows. They're unpredictable and often cruel. Their city is in a great underground grotto filled with the roots of great, pale, and ancient trees whose sap is glittering midnight black. This is not a place for mortals. Captives taken by the nightlings will be brought here at the behest of the Midnight King. The Midnight Sap transforms those who consume or bathe in it. It makes them more on the outside whatever they are on the inside.
- The Giantess’ Garden: A giantess witch lives here, tending here enormous garden with tall walls. It has become something of a refuge here for giant elder beasts. Ratfolk and birds might be found here, secretly nibbling away at the Giantess' fruits, a profoundly dangerous task. Her enormous cat, Riddle, is just as dangerously as her and far more cruel. The giantess is in profound grief and mostly wishes to be left alone.



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