The nature of the world Post Cataclysm is generally divided into well-defined parts.  Inside most Kingdoms where people are populous the general difference is a division between urban-industrial sprawl areas and largely agrarian areas. But where the cultivated areas established by collective farming ends ...the wilderness begins to dominate.  In such areas the wild and the wyld are seperated by the thin line of sunlight.  Where the true wylderness begins are in those places where sunlight cannot easily penetrate through the canopy above to the ground.

It's true that the outskirts of many agrarian villages are strikingly beautiful and remarkably lush.  During the summer months, beams of sunlight shimmer in humid air filled with soaring seedlings and dancing insects, making the moss and ground blossoms gleam.     The fery splendor of the autumns is even more striking, and the virgin white of the winter calm also has its fair share of admirers.  However, a word of warning should be spared, no matter how beautiful the natural surroundings may seem, you can be sure that they are full of hidden dangers – fruits and berries can be lethal on ingestion, and many inexperienced wanderers
have reached their end at the bottom of a marsh that was mistaken for solid ground. The wilderness is full of fauna as well as flora, and the domain of the savage races hunt for prey.  This is where the exploration of the Imperial guardsmen end, and just beyond is where independent explorers and fortune hunters may seek.

Even today, the lucky and well-prepared may still find untouched ruins just beyond the western border. And if one dares to venture further south to the edge of the veldt chasm, the chances of interesting discoveries are multiplied.

BUT DO NOT CONFUSE THIS FOR THE SAVAGE WYLD.

There are regions where the sun does not easily penetrate the canopy.  Regions that should not be traversed without great care, detailed preparations and a sizable company of sword-wielding companions. In contrast to the outskirts and the border kingdoms, the depth is riddled with grave dangers and there are neither barbarians nor Ranger patrols may come to your rescue. In short: one never ventures into the Savage Wyld without being prepared to risk one’s life in the hope of gaining riches, knowledge or fame.

The Savage Wyld is characterized by dense and wild vegetation that closes out all light. Here the flaws of the Duality Principle are revealed – the few fortune-hunters who have traveled into the dark and returned with their health and minds intact testify that the sunbeams actually do reach the ground in there. They can also tell you that this certainly does not mean that the horrors go away. Whatever is true or false there are reports speaking of a very devious nature of these inner regions, a nature whose threats lurk where one would least expect – threats in the form of bottomless streams, tiny but poisonous creatures, overgrown sinkholes, and carnivorous or bloodthirsty vines. There is also talk of infections and parasites which make their victims insane, paralyzed, rabid or undead; of ancient curses with similar effects; even of areas defying all reason, where it snows in the summer, where plants shimmer from some inner glow and where nightmares inexplicably come to life. As so few have explored these regions few can say if such impossibilities are merely the work of feverish men.

The truth is just as uncertain when it comes to the inhabitants of the deep. That there are raving abominations, beastly rage trolls and packs of tricklestings and hunger wolves may be concluded from the stories told by returning explorers. And maybe there is some truth to the rumors about a predatory and bloodthirsty barbarian clan, even if its dwelling is yet to be found. But when there is talk about shapeshifting creatures of otherworldly origins, bone-pale elf warriors, possessed mastodons and cunning dragons, the testimonies are far fewer and less reliable.  The same goes for the barbarian stories about shadowy beings like Lord Bog and the Hawthorn Hag, ancient creatures who, according to legend, are as powerful as they are wrathful. The problem is that those who come across the residents of the forest do not often get the opportunity to return with their tales. And a majority of the lucky ones return in a state which makes it hard to believe what they have to say.