by Ambrose, Mendicant of Orozan
We imagine, from the safety of castle walls, that all the roads leading into the misty distance end at other pleasant places, other castles fair. These are good lies for children, but the traveler must beware. As one who walks lonely roads and trackless wilds, I’ve been asked by King Dallarus to provide a few insights. I am not a man of many words or much learning, but as I wrote this I found I had more to say than I'd have thought--most of my life, unlike that of my King, has been spent in the Wild.
You can see from the Royal Map that the world's cities, both wholesome ones and cesspools of evil, are mere dots upon a vast canvas. The world is very large.
So what to fear beyond the borders and town walls?
The Small Kingdoms: We know only the names of some, such as Banthor, Delaware, Romanova, Thengri, Filkhar, and Hoven. There may be dozens of them south of the river, many at war with each other. Some of these are outcasts from the Khan's Empire, like Windamere's founders. Others may have fled Windamere because of The Pogrom or simply as criminals. Many of these little realms are at war with each other. The caravan road connects them to trade with Windamere and Thozanga. When the river is open to trade flatboats from Boaton ply the waters too, trading with those kingdoms along the banks.
Delaware is unique: all former Windamerans who utterly reject magic, and they are led by a Constable. Many of the citizens are Pogromists or children of them. They practice a strident anti-magic ideology ostensibly in service of their god, known as The One.
Roamers and Caravans: Merchants who do not take to the river but go overland do so in large, well-protected caravans. It is possible to sign on as a protected "passenger" but if one does not have a riding animal, it would cost more to go in a wagon (called "baggage" behind the traveler's back). Jobs as guards or workers are relatively plentiful, if dangerous. Caravans vary in size by the distance traveled, with larger ones of up to 50 wagons going from Windamere to Thozanga, by dubious roads.
Most caravans or individuals will cross paths with Roamers, a nomadic people "of the road" who wander the earth ceaselessly. They tend to be friendly, providing entertainment, odd jobs, and trading opportunities. Some have, however, been known to prey upon small groups.
Brigands, Bandits, and Barbarians: Bandits will always be with us, lurking even along roads inside Windamere, and these thugs prey upon the unwary and solitary; when in deep wilderness, the only threat from bandits would be to stumble upon their secret camps. We are lucky that scum such as Khannish brigands, not to mention the Misborn have largely fled settled areas and the new roads. They were the bane of the Kingdom's early years, but today foul men and things confine themselves mostly to forlorn mountains, woods, and fens. To be captured by them is worse than death.
Some other normal folk have become wanderers, fleeing burned cities, ruthless bandits, poor harvests, and rampant disease. While many such people have again begun to cluster in villages, the wayward person is likely to meet tribesmen, especially away from the major roads. Most meetings with tribesmen end with a hearty meal and some trading of goods, but more dire things can happen. Most tribes, and many so-called civilized societies, practice slavery, perhaps the greatest danger lone travelers face. A strong party, a merchant’s caravan, or a body of soldiers should be immune to attack. It may be worthwhile to note that many tribesmen fear magic. A powerful show of even stage-magic may drive them off; a not-so-powerful show will enrage some tribal conjurers and warriors. More than one apprentice mage or priest has been tortured to death.
Tribes run the gamut, from peoples with advanced social structures and spiritual beliefs to naked, hairy Primitives who rush, howling, from the bushes. Some hold relics of the Ancients or Imperium. Some harbor hatreds for the rest of us, and some are Misborn.
After the threat of slavers and bandits, the real possibility of meeting a monster exists. As the writings about the Imperium and other vanished societies make plain, the wilderness abounds with ruins, and these places can be full of horror or incredible knowledge (but I am no scholar, and would leave such things to them).
Forests, deserts, and vast ranges of mountains unknown to the Ancients divide our land. Humans have tended, since the time of the Fire, to settle the river-valleys and seashore; only in recent times have folk ventured into the deep woods or mountains, perhaps because these places hide settlements, something useful when bandits or Khansmen approach. These settlers will help strangers, for the most part. Windameiran Marshals will assist wayfarers. But as I tell apprentice Dragoons, clean up your campsite and douse your fire! I have no desire to be hunted by folk who consider the deep wilderness sacred.
There are magical creatures and entires races that are not monstrous. The Rindalar and Simar are but too examples; there are many Fae, both friends and enemies of humanity, who guard sacred groves, springs, and hollow hills. Generally, it is best to avoid them until they contact you.Perhaps, like the god I worship you will share the bed of a lovely and magical stranger you meet in the wild-wood. Or perhaps your head will end up on top of a pole. Or perhaps you will be put to sleep for a hundred years?
Or perhaps you will choose to stay in your tilled field or behind moats and walls. Who could blame you?