People: Any.
Language: Any.
Heraldry: None.
Government: Anarchy.
Religion: Any.
Architecture: Only ruins can be found in the Disputed Lands, the most famous being Center Point. What is left of the structure shows a style designed for giants. The stairs are too steep and wide, the doorways are too wide and tall. Even the stones used to build them are too large and heavy to easily shift them. Their sheer mass is why the ruins have survived to modern day.
Land Area: Approximately 220,954 Square Miles.
Population: Approximately 441,900. 99% Human, 1% Other.
Capital City: None.
Neighbors: Agon (North), Feergrus (West), Hirka (South), Tarvon (East).
Landmarks: Center Point.
Terrain: Grassy Plains.
Natural Hazards: None.
Imports: Armor, Mercenaries, Supplies, Weapons.
Exports: None.
Wealth: None, other that what might be looted from those that have been slain.
Currency: None.
Declarations, Embargoes, Treaties, and Wars: A
Organizations: Various mercenary groups wander the land serving various countries.
A desolate plain littered with the remnants of battle, it is home to mercenaries of many stripes. At its center is the ruin of a keep that had once been part of the empire of the giants centuries before. A thriving town has grown there called Center Point. Adventuring gear of all sorts can be found there, as well as people willing to hire mercenaries for whatever dirty deeds they might be willing to pay to get done. People of all the countries gather there. Hirkan mercenaries are not unheard of, though a Vashimi would be extraordinarily rare. Rarely, even monstrous mercenaries appear, including goblinoids.
The mixed nature of the land causes many tense situations. The Tarvoni and Agonish rarely get along, for example. There is no law in the land, no guiding authority. It is a place where one lives and dies by the sword. As people murder each other or carry out mercenary assignments, the plain becomes littered with yet more detritus of war. It is often in this land that feuds are settled, blood debts are collected, or otherwise. Rumors even tell of assassination targets being kidnapped and dragged to the Disputed Lands where their corpses will raise no questions.
The closest to law or rules in the area appear at the grand marketplace at Center Point. It is generally seen as a neutral area, enforced by the ire of those who seek to make a profit there. Illegal activities abound there, however. It is home to vicious bloodsports, such as gladiator fights, and home to a great many slavers. The only other quarter generally given in the Disputed lands is to the Feergrus. Their healers often set up tents near battles to tend to the wounded of both sides. An attack on the healers or their patients is a good way to make sure your own soldiers are never treated by the Feergrus.