1. Locations

The Wastes

This location is destroyed.

The Wastes 

The Wastes lie far to the east of the Western Kingdoms, a desolate and arid region that stretches farther than the entirety of the Western Kingdoms, Wayland, and the Northlands combined. This vast desert, once a great ocean, is now devoid of water, its ancient seabed transformed into an unforgiving expanse of sand and rock. Rising majestically above the desert floor are the mighty Caers, towering hundreds of meters high and offering sanctuary to their residents.

The Wastes are home to many nomadic Wastelander tribes collectively known as the Dyrvysh. These tribes are constantly on the move, trading and warring along transient borders. They have adapted to the harsh environment, their lives defined by the relentless search for resources and the constant struggle for survival. The Dyrvysh are known for their fierce independence and their deep connection to the land, which is reflected in their customs and beliefs.

Central to the spiritual life of the Dyrvysh are the Djin, mystical beings who hold sway over the pagan beliefs of the people. Once human, the Djin have become one with the elements of the desert through legacy and devotion. They are revered as wise and powerful figures, their influence extending over the spiritual and daily lives of the tribes. The Djin's ability to control the elements and their profound wisdom make them essential to the survival and cohesion of the Dyrvysh communities.

The Caers are formidable fortress homes that dot the landscape, their massive structures a testament to the region's turbulent history. Originally built by the Western Crusaders, who are now known as the Guardians, these Caers were established after the land was liberated from the Eldren. The Guardians patiently wait for the return of the Eldren and their Beastmen horde, ever vigilant in their duty to protect the Western Kingdoms from the horrors beyond the Eastern Mountains. The Guardians' legacy of courage and fortitude is embodied in the enduring strength of the Caers.

The Maw Holds, located to the southwest, are areas of constant conflict for all who inhabit the Wastes. As the years pass, the war to prevent the Maw's expansion intensifies. Caer Lumen, a once-great stronghold, fell to the Maw a decade ago, a stark reminder of the ongoing struggle. The Maw's relentless advance threatens to consume all in its path, and the fight to hold it at bay is a perpetual and bloody endeavor.

Guardians in the Wastes are known for their distinctive carapace-like armor, which is frequently enameled and often adorned with garish and ornate colors and patterns. These decorations serve to distinguish different Caers, Houses, and individual honors, reflecting the rich heritage and fierce pride of the Guardians. The armor is not only a symbol of their identity but also a practical defense against the harsh environment and the many threats they face.

Among the most notable groups in the Wastes are the Witchhunters. These dedicated individuals hunt out, test, and slay evil in all its forms. It is not uncommon for evil spirits to possess women, a phenomenon suspected to be the work of the Mhors, though this has yet to be proven. Witchhunters are a sub-sect of the Wardens, and only the best are selected for this role. They are distinguished by their apparel, particularly the Pilgrims wide-brimmed hat, which marks them as figures of authority and fear.

In the midst of the desolation, life in the Wastes is a constant battle for survival. The Dyrvysh tribes, the Guardians, and the many other inhabitants of this harsh land are bound together by their shared struggles and their determination to endure. The Wastes, with its unforgiving climate, ancient ruins, and ceaseless conflicts, remains a land of mystery and danger, where only the strongest and most resourceful can hope to thrive. Each day is a testament to their resilience and their unyielding spirit, as they navigate the challenges of their environment and the ever-present threats that seek to destroy them.


The Great Caers

Caer Stromn (Dragon) in the heart of the Wastes once home to the High King.

Caer Gariel (Hawk) to the West, closest to the western kingdoms. Home of the Witch Hunters. From where the Silk route begins.

Caer Lumen (Panther) to the South West, closest to the Holylands and now controlled by the Mhors.

Caer Nordun (Serpent) to the North East long since abandoned by civilised man.

Caer Xaris (Bull) to the South East, home to the “Vanguard” the most feared warriors of all the Wastes.

Caer Witrin (Wolf) to the North West a fiercely independent state of Westerners who follow the One God.

Caer Ignum (Horse) to the East which vigilantly watches the East.


There are many lesser Caers and most hold allegiance to one of the Great Caers. 


Caer Aquios 

Is the most notable of all of the lesser Caers as it is the home to a man simply known as “The Prophet”. It has recently seen a huge increase in pilgrims and a group calling themselves “The Children of the Prophet” has now sprung up around Aquios.


The Flying Citadel

This huge floating city follows a route circumnavigating the wastes. It follows a predictable route that moves at the same pace consistently. Home to the Rag King and his loyal followers it is an ugly place of walk ways, bridges and a hodgepodge of structures. 


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