Project Wardens: Introducing The Western Anarchies

WHERE THE WRETCH REIGNS SUPREME

Once, there was the Phoenica Dominion, a great and prosperous kingdom bound to the covenant of a mighty being. Home to thinkers and philosophers, they thrived in both their marvelously-constructed cities and the lush, rain-filled wilds that offered the full splendor of nature’s bounty. Guided by providence, they used their gifts and quietly flourished across the continent’s western third.

But even when ordained with the grace and blessings of higher powers, man will eventually find his way to ruin. Succumbing to a terrible civil war, the kingdom destroyed itself from the inside and decimated the land to such an extent that not even ambitious neighbors would claim it for themselves. In shame, the survivors exiled themselves to the unforgiving deserts, living in isolation as they pondered their former glory.

Centuries have passed since the Dominion’s calamitous fall. Now populated by exiles from foreign powers, the Phoenica Dominion was swiftly replaced by a society of scrappers and survivors. Some roam the wastes and husks of what the Dominion left behind after its final day, pitifully attempting to recreate life as it would be in the Mainlands, while others embrace the joy of living for no one but themselves. Others still have found even greater opportunities, creating Juntas upon a foundation of blood and vices. Whatever one’s place in it, the only thing ever agreed upon was a name for their hunchback of a home: the Western Anarchies, for there was no law but the one a man put upon himself.

WHAT ARE THE WESTERN ANARCHIES?

The Western Anarchies (or simply “the Anarchies”) is the designated name for the western side of the continent Sulterre and the main setting for Project Wardens. The land, as mentioned in the story blurb, was reduced to ruin centuries ago by the native population in a calamitous war with themselves. Now, it’s a breeding ground for dark and weary hearts vying for whatever survival they can grasp.

The only purpose the outside world has given it is as a place where exiles are thrown off the top of the Pel Wall. Those who survive the long drop have no door to let them back in, and those who try to welcome themselves back to civilization are promptly executed. It’s said that even if a guard stumbles off the wall, he is not to be helped, and bound there for eternity. Even if one resorted to the seas, the Pel Navy ensures no man may ever touch their soil ever again.

Starting with the land nearest to the Wall are a cluster of impoverished agricultural settlements called the Shadow Villages, where its people try to recreate as much of civilization as they can. Moving Westward, you will find the Nomad Barrens, home to starving wanderers and the occasional shanty town. The Husk, where many of the Dominion’s old ruins rest, comprises the vast majority of the Anarchies’ population—a fair mix of survivalists and opportunists. The Raglands are just beyond them, its barely-surviving villagers often at the mercy of brigand bands. At the westernmost end of the Anarchies are the Gilden Shores, thriving more than most, but under the whimsical monopoly of the Juntas.

JUNTAS AND ANARCHS

Most of the Western Anarchies are true to its name: A lawless, leaderless people living in the name of nobody but themselves. However, sprinkled about the land is civilization yet—or rather, a twisted version of it. Born and nurtured on what the Mainlands would call out as criminal and immoral, several influential powers have taken root across of the Anarchies. While these Juntas do not control the Anarchies, they are nonetheless influential in many of its comings and goings, and provide a suitable enough home for the most ambitious among the wretched.

Since their emergence over a century after the Dominion fell, several Juntas have risen and fallen. The current seven maintain a fragile alliance to maintain stability and prosperity, but not without allowing unsanctioned chaos and intrigue to slip through the cracks. The current juntas are as follows:

  • Slayer’s Valley, fixed just short of the Northern Nowheres, is home to the Anarchies’ most dangerous denizens and holds control over the Bounty Guild, maintaining the regulations and payouts for official mercenary work across the other juntas. Its arenas are something of a tourist trap thanks to Anarch Violet’s recent emphasis on blood sports.

  • Red Oasis lies on the outskirts of the desert and was built upon the largest lake to survive the cataclysm. Anarch Mo keeps a tight grip on operations and holds a monopoly on the Anarchies’ supply of agricultural goods.

  • Gildenspire is the Junta one could dare to call the closest to “normal.” It rose to prominence thanks to its position on the map and is the Anarchies’ most vital and successful trade hub, and is run by the frugal and greedy Anarch Rion.

  • Seathen is the closest thing the Western Anarchies has to a port town, built upon a river delta and serving as the bridge between the rivers and the seas. It also serves as a gathering place for thieves and bandits, and while some are content to plunder settlements along the Anarchies’ murky streams or perform legitimate jobs for other Juntas, others have become ambitious and have struck out against even Mainland ships—including its Anarch, who goes by Captain Shrike.

  • Thaven is the smallest of the Juntas, relegated to a small, single city, though its web of influence is spread wide across the Anarchies. Adjacent to Seathen in both proximity and politics, it is home to a market of fences and appraisers who are eager to receive their loot in exchange for a respectable price, then circulate it back into the other Juntas and the greater Anarchies for an even greater profit. Despite its symbiosis with Seathen, it is given the least respect of all the Juntas; though Leina, like her predecessors, has tried hard to earn the respect of her fellow Anarchs, the subversive nature of her domain has a tendency to be diplomatically chafing.

  • Orevilla is not a society so much as it is an operation or a guild. Mining and smithing are their businesses, and they are responsible for the deadliest blades and sturdiest gear. While they are a valuable ally and business partner, their efficiency comes at a deadly cost, as their workers, some indentured and others with nowhere else to go, are subject to cruel and hazardous conditions.

  • Severed Wing has cultural roots in the Tribelands, Pelland’s allies and vassals which nest off its eastern border. Though its land is defined, its people are almost entirely nomadic, coming and going with the beast herds. They are hunters first, but also breeders and ranchers with unmatched mastery of the medicinal. Loathe as he is to wear the title of Anarch for the “puppet shows of madmen,” Ano Raz takes responsibility for the Severed Wing’s affairs.

BEHIND THE SCENES

Created as part of later iterations of Project Wardens, it was previously named “The Lawless Sands” or “The Lawless Regions,” and was not meant to be the main setting of the story, at least at first. However, the idea was pretty much the same: a wasteland divided between poor, starving villages and black-market havens.

In its earliest forms, however, the Western Anarchies was pretty much a wide expanse of not much in particular; there was nothing that made each individual part of it actually special or interesting. Taking a deeper dive and the decision to focus the story’s main plot in the Anarchies has been a great exercise in world-building and designing different places and peoples. Looking back at old drafts and outlines from years ago, there is a stark difference between older versions and the version that exists today, both in terms of quality and quantity.

MORE TO COME…

As much as I could say about the Western Anarchies, I’d prefer you uncovering all the nefarious plots and mysterious factions and faces yet hiding in the shadows for yourself. Look forward to learning more about the world of Project Wardens in future Writer’s Wall updates and when the series’ first book releases early next year!

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