The Wild Lands

The wild lands were created by the great rift at the end of the second age. The three sisters, furious that humans stole and tried to use their personal language of magic, destroyed the capital city of Zuldar. In doing so, the three sisters dispersed the magic kept in the city throughout the new land created here.

Nearly in the center of the nation, The Wild Lands formed in the vast crater left behind after a localized storm filled the hole, terraforming and forcing the soil to sprout a full forest, a swamp that contains the now sunken city of Zuldar, and a number of other oddities. Magic fills the Wild Lands, and everything acts oddly because of it. Survivors of the Upheaval found themselves engulfed int he wild magic, corrupted by it, and reintroduced to the world as wild tribes.

Aside from the ruins of Zuldar and the Mottled Pines, there are four other points of magical splendor in the Wild Lands. Each place marks a point of a hexagram, and directly in the center of the hexagram lies the city of Exile. Mostly untouched by the wild magic, the small township acts as both a paradise for those running from the Kingdom as well as truly a place of exile.