In the waning days of the Great Kingdom, folk who were faced with debts they could not pay or disagreements with the legal authorities that might see them imprisoned or facing the hangman often found it convenient to flee narrow area of flatwood, sandhill, and wetland along the Northwest edge of Wooly Bay. There, they would be, if not welcomed, at least accepted into the independent community that had grown up among the several, squabbling towns. The region had an infamous reputation and was known as the Wild Coast.
Primarily, the Wild Coast served as a safe haven for brigands and outlaws from the woodlands west and smugglers and pirates from Wooly Bay to the east. Trade went on between the groups without fear of Dyvers' or Greyhawk's tax agents. The towns grew up to crater to the needs of these clientele but also drew others in search of freedom: escaped serfs and slaves, political dissidents, fringe religionists, and more than a few nonhumans.
The freedom of the Wild Coast was just as often manifest as lawlessness. Existence was precarious when local powers shift quickly and much of the population is transitory. Humanoids raided up from Pomarj and monsters driven out of other areas sometimes found this sparsely populated region ideal.
It seems like Gygax wanted the Wild Coast to evoke a bit of the American "Wild West." I drew inspiration from a number of places: the Romagna during the late Middle Ages/early modern period, Barataria Bay in the early 19th Century. Mostly, it's just a fantasy region though.
3 comments:
Good place for adventurers to recruit henchmen and sellswords - or be recruited as such.
Indeed!
I love these "higher fantasy" zones in what become pretty low fantasy worlds as the maps get filled out. Places like the Wild Coast (or Karameikos or Prax) are where all the crazy stuff hinted at in the beginner rulebooks actually happens, liberating the more serious simulationist regions around to run on their own more naturalistic rails.
In My Greyhawk this would have been a rich and boring zone (fantastic geography) if not for the fact that the proto Pomarj was so much richer that it was worth it to the Ulek dwarf overlords to run the Coast as a kind of homo sapien political experiment to keep the humans disorganized and too busy fighting each other over minutia. This worked so well that even after the Pomarj revolt (maybe 430-450 CY?) the crazy fragmentation had become a cultural institution.
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