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Territory

Lines on the Land

"Every hex belongs to someone - or to no one, which on the open road amounts to the same danger."

Beyond its terrain, the world map is politically carved. Every hex falls under the control of a power, or lies in the wilderness between them. Turn on the Factions layer of the map and the borders bloom into view: the two great camps, the homelands of their member races, and the lone neutral city in the middle of it all.

The two camps​

At the broadest scale the inhabited world is split between the two philosophies that divide Wildoria:

  • The Savages (shown in red) - power through instinct.
  • The Fasters (shown in blue) - speed, technology, adaptability.

On the Factions layer each camp is drawn as a single wrapped region that gathers all of its member races' lands together, bridging the gaps between them, so you can read the balance of the map at a glance.

Member races​

Each camp is a coalition of races, and each race holds its own homeland within the camp's borders:

CampMember races
SavagesBengal Tiger, Penguin
FastersPanda, Lemur, Rhino

See The Factions for the lore of each camp and the characters who lead them.

The neutral Free City​

Not everything belongs to a camp. The Wildoria Free City (shown in orange) is an independent city-state sitting in the heart of the map - a small, neutral enclave that answers to neither the Savages nor the Fasters. On the Factions layer it is drawn as its own wrapped region with its own colour, distinct even where a camp's territory surrounds it: a Vatican within Rome.

The wilderness​

Between and beyond the powers lies unclaimed wilderness - hexes no faction holds. The wild is where the rules thin out: no power's watch guards it, but no power's protection covers it either. Much of the danger, and much of the discovery, waits out here.

Why territory matters​

Whose land you stand in is not cosmetic:

  • A power's watch reads the warrants of every traveller crossing its territory - cross the wrong land with a price on your head and you may be stopped. See The Roads and the Watch.
  • Your standing with each faction colours how its territory treats you. See Reputation.