Quick Guide to the Countries

From Into the Wilds Wiki

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The majority of adventurers who live in Myste-Hass will have traveled from the mainland. As such, their homelands will be across the sea in the countries that make the, so-called, civilised lands of Tempress.

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Mainland Countries

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Brindle

Inspiration: Ancient goths.
Terrain: Plains, agricultural flats and areas of rolling hills.
Fashion & Dress: Goth and saxon-influenced clothing.
Current Rulership: Under the control of Helvettia's military.
Notes: Brindle was ruled by councils of vampirse that fed from the populace like cattle, until Helvettia came in a subdued the vapiric threat.





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Dalcimeer

Inspiration: Elves.
Terrain: Forests and plains.
Fashion & Dress: Tolkien's elvish aesthetic.
Current Rulership: Governed by Viceroy Kalia Nesquidarr, with King Myloch of Nadarr as monarch.
Notes: Though haughty, Dalcimeerian elves are known for their willingness to communicate and negotiate with other countries and races, something that the elves from the homeland of Nadarr believe to be improper.




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Equil

Inspiration: Medieval cities, Victorian streets, business people and rogues.
Terrain: Busy cities, towns and ports, with plains and farmland elsewhere.
Fashion & Dress: Medieval rogues, business men and assassins.
Current Rulership: Under control of Helvettia, formerly Citizen Kaine.
Notes: At the Trade Summit, Equil set its policies clearly, “If you have committed a crime in any country, come to Equil. Pay the Immunity Tax, and we shall protect you.”




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Helvettia

Inspiration: Romans & Greeks.
Terrain: Plains, with a large mountainous segment that divides the country, and forested peninsula known as the Dragon Head.
Fashion & Dress: The ancient civilisations of Rome and Greece.
Current Rulership: About to declare a new ruler.
Notes: Helvettia is known for its unparalleled-military might. They are the blockade between The Wild Lands and the 'civilised' southern lands. However, their army has spread throughout many of the other countries in recent years to deal with threats, staying to occupy these lands after quelling the issues.




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Kahzara

Inspiration: The ancient civilisations of Egypt, Persia and Atlantean myths.
Terrain: Vast deserts throughout the midlands, icy mountains on the western border and waterlogged plains that run along the Osmes River.
Fashion & Dress: The ancient civilisations of Egypt, Persia and mythological depictions of Atlanta.
Current Rulership: Under control of Helvettia.
Notes: Kahzara is famous for the Great Library, the founding of the new god Fate, and, the, less positively, the massacre of everyone over thirty when the youth performed a wide-scale coup.


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Onartok

Inspiration: Inuits, hunters and ancient Mongolian culture.
Terrain: Frozen tundras, icy plains and vast mountain ranges.
Fashion & Dress: Furs, leathers and layered clothing.
Current Rulership: Unknown.
Notes: [Onartok]] is primarily home to humans, halflings and goliaths. There are some busier ports, areas where fishing and limited supplies allow slightly large towns to grow. However, the ports are frozen for most of the year, and life here is still unforgiving and harsh. Little is truly known of Onartok. Though common rumours suggest that Onartok is where Tempress fell to the land.


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Pillai

Inspiration: Barbarians, George R. R. Martin's dothraki, giant myths & culture.
Terrain: Fertile plains and mountains.
Fashion & Dress: Furs, leathers, bare flesh and simple clothing.
Current Rulership: Emperor Borton Mohr.
Notes: Pillai is often known as the country with a wall, segregated from the rest of the mainland. However, now communication with the other countries is more fluid, Pillai can be characterised by a fierce love of wildlife and creatures great and small, as well as violent nomadic tribal life.


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The Wild Lands

Inspiration: Barbarians, Tolkien's orcs, George R. R. Martin's Wildlings and the unknown.
Terrain: Cold plains and mountain ranges.
Fashion & Dress: Furs, leathers, bare flesh and simple clothing.
Current Rulership: Undead Orc King.
Notes: War has always defined The Wild Lands. The tribal bands of nomadic orcs fight each other, those in the west, those from Onartok in the north, and rail against the Helvettian wall that blockades the south. When the Orc King united the tribes, The Wild Lands massed a force that had never been seen before. Now, rumours indicate the defeated king has risen again, undead and eager to finish what he once started.


Allied Islands


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Chevel

Inspiration: Celts.
Terrain: Plains, rolling hills, mountains and the oceans.
Fashion & Dress: Celtic-influenced clothing.
Current Rulership: Self governing, with tenuous tribal unification under the King of Chevel
Notes: Chevel is broken into eight competing tribes, each specialists in an area of produce, manufacture or trade.






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Myste-Hass

Inspiration: A new land - a standard medieval mixing pot of immigrants and adventurers.
Terrain: Plains, forests, oceans and mountains.
Fashion & Dress: Mixed.
Current Rulership: Governed by the Council of Myste-Hass.
Notes: Myste-Hass is a new settlement on an unexplored continent. The port town of Myste-Hass acts a central beacon of trade, produce and civilisation, while adventurers and entrepreneurs from all across Tempress travel to the new land in order to explore the vast amounts of untapped land.


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Nadarr

Inspiration: Elves and druidic cultures.
Terrain: Vast forests, lush plains and oceans.
Fashion & Dress: Tolkien's elves.
Current Rulership: Independent nation under rulership of King Myloch Finriss-Ethica Myste.
Notes: An insula nation of elves that rarely speak with other nations, living harmoniously off the land and their spiritual magic. Fraternisation with other races is strictly forbidden.


Other Places


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Talag

Inspiration: Sea merchants, sailors, rogues and pirates.
Terrain: Tropical isles with lagoons, mountains and rain forests.
Fashion & Dress: Sailors and pirates throughout history, with a focus on the 1700s.
Current Rulership: Unknown.
Notes: The exact location of the Isle O'Talag are unknown, but some suggest its an archipelago somewhere to the south of the mainland. What is certain, the people are cutthroats, rogues and pirates. At best, they are considered "sea traders", but, though they may appear to your ally, they'll likely have their hand in your pocket at the same time.


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Crescent Isles

Inspiration: Unknown.
Terrain: Unknown.
Fashion & Dress: Unknown.
Current Rulership: Unknown.
Notes: Unknown.





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Tal Rekoh

Inspiration: Unknown.
Terrain: Unknown.
Fashion & Dress: Unknown.
Current Rulership: Unknown.
Notes: Unknown.


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Akabarol

Inspiration: Unknown.
Terrain: Unknown.
Fashion & Dress: Unknown.
Current Rulership: Unknown.
Notes: Unknown.