The Land of Windmills

The Land of the Windmills. It is a war-torn land divided into hundreds of small farmer towns, dedicated to the growth of wheat, barley and vines. 
The Land of Windmills takes its name for the tens of thousands of windmills that cover the land. This windmills predate the current human population, and their size vary from slightly bigger than a regular farm building to the size of a small mountain. 
== History ==
The Land of the Windmills was never an independent state or under control of a single nation. It’s said that before the arrival of humans, a race of Giants that lived off by cultivating the earth and herding animals. Although a species of Giants did roam the lands north of the Snoloth Plains, it’s unknown if they reached this far north, or if this supposed race of Giants was a species related to them. What we know, however, is that the windmills scattered across the land could not have been built by humans. Their gargantuan size and strange architecture proves this further, and gave rise to the earlier hypothesis. Archaeological evidence partly supports this hypothesis, with some skeletons and skulls of Giant beings left behind, although not in the number that would be needed for building and maintaining such a large amount of windmills. According to folktale stories, the invading humans wiped out these giants with the help of a sorcerer, who turned them into these huge, inhuman windmills, although that story is clouded in myth. Even though there were originally more than ten thousand windmills dotted around these lands, now fewer than a thousand remain, most having been demolished or reduced to ruins throughout hundreds of wars.
After the arrival of humans, many towns and cities were founded, most being self-governed and independent from each other. The Land of the Windmills quickly made a name as a fertile land and as a result many humans from the west migrated there. Throughout the last few hundred years, the Land of the Windmills has been in constant warfare, as Waldemaria, Zapalovah and even the Bayukmen have been vying for control and influence, with the local feudal lords also warring with each other. Even though these conflicts were relatively isolated, it took a turn for worse when the Vzdoruye were exiled from Zapalovah and formed the underground city of Mossovoy. 
Soon, the masters of the Vzdoruye began raiding the Land of the Windmills, since passing through it was quickest way for them to reach the Cursed Battlefield. Many fled to Zapalovah, Yaregor and Felovik, but the less fortunate had no chance but to stay and defend their homes and farmsteads. The people from the Windmills soon became the leading source of manpower for the Laurentian Crusades, choosing to defend their lands and Waldemaria from the necromancers. This was not the end of trouble for them, however, as the damage was already done. Nowadays, the Land of the Windmills is filled to the brim with leftover undead of the Vzdoruye, bandits, mercenaries, corrupt and renegade Laurentian Knights, Zapalovahn agents, Felovik knights and criminals of all kinds. Executions, raids and rape are all common in this once beautiful land, which is now commonly known as “No Man’s Land” or “Land of the Hangings”, due to how many gallows are now scattered in the fields.
== Locations ==
Each city is self-autonomous to an extent, each with its own ruler and allegiances. There are three major settlements.
=== Colossa ===
Colossa is a city north of the Fairy Woods, and is thought by many to be the oldest continuously habited settlement in the Land of the Windmills. It’s built inside the skull of what once was a Giant, and is widely considered one of the thirteen wonders of the world. It’s ruled by Hubert Velen, a former Laurentian Knight from Waldemaria. Hubert has imposed his religious belief upon the people of the city, and is a hater of all things undead and magical, so much as to command his former Laurentian companions to burn down and chop the trees of the whimsical Fairy Woods. Colossa controls most of the southern lands of the windmills, although even they avoid the swamps to the east.
=== Old Willow ===
Old Willow is a town in the middle of the Land of Windmills. It’s protected by a moat and a palisade, and for that reason many peasants flocked to live within its walls. It’s governed by Vserad Szejn, a former mercenary commander from Zapalovah, who now fashions himself the title of Baron, although the common folk would rather refer him as “The Hangman”. Szejn’s rule is harsh, and perhaps reflective of the land itself. His men are ill-disciplined and overly fond of brutalizing the local population. Law and order are in short supply, as are food and supplies. He rules over from the Redfort, a modest keep built on the top of the hill that overlooks the town, and enjoys a picturesque view of the Hangman’s Lands. The Baron controls most of the western lands, and often his men defect in order to join the Laurentian Strongholds.
=== Free City of Yaregor ===
Yaregor is situated on the northern shore of the Land of the Windmills, not too far away from Felovik. Even though not originally an island, the people of Yaregor dug trenches around the city, providing it with a strong defense. It maintains a position of neutrality, not even choosing to aid the people of the Windmills from the necromancers and vagabonds that roam the lands. Yaregor is a large city –more than twice as populous as Felovik- and rivals even the larger cities of Zapalovah, maintaining strong trade relations with both nations as the Yaregor fleet controls most of the northern coast. Yaregor has been subject to many sieges and attacks –especially as of late- but were able to withstand them all, repelling their enemies every time.
It’s home to all manner of craftsmen offering every ware possible and one can even find the occasional con-man or shady dealer. The city is also home to numerous banks and even an academy that’s financed by Zapalovah. Even though crime is a common occurrence in Yaregor, it pales in comparison to what happens in the rest of No Man’s Land. Due to this, many of the smallfolk travelled to Yaregor in hopes of a better future. In response, the guard of Yaregor has set up blockades south of the city, allowing only the ones that are able to pay a large fee in order to enter, while also planning to evict more refugees already in the city. There is no army in Yaregor but it does have a secret service, an ever-present City Guard, and a powerful fleet. It is ruled by a council of Ministers, who mostly hail from Zapalovah. 
== Economy ==
The people of the Land of the Windmills mostly focus on agriculture, dedicated to the growth of wheat, barley and vines. Wine from this land is particularly famous, and it was considered the best of the western portion of Giantstep for a long time. Windmillers subside also on crafting and animal husbandry. The city of Yaregor conducts trade with Zapalovah, Felovik and more, being substantially richer than the other settlements of the Land of the Windmills.
== Geography ==
The Land of the Windmills is relatively flat, with few hills running along its southern border, where Colossa is built. It contains a great deal of forests, wetlands and cultivated woods. The easternmost part of the land is covered with swamps and bogs, most being too thick and dangerous for permanent inhabitants. 
== Religion ==
The Land of the Windmills is very diverse when it comes to religion. While the western Windmillers are more inclined to worship the Westerling gods and Yaregor is a mix between the New Azan Faith and the Zemylander Pantheon that’s also worshipped in Zapalovah, the faith of Marusia dominates much of the countryside.
Marusia is the goddess of harvest, hearth, fertility and life. She is often depicted as a Mother, a Maiden or a Crone. Her followers –the most prominent being Hubert Velen- make sacrifice upon her altars, and are fervent enemies of all things undead. It is said that the worship of Marusia has existed in the Land of the Windmills since the very first humans moved there. A popular legend amongst Windlanders states that bog spelt was a gift presented by Marusia herself to her followers, so that her dominion might grow eastwards, taking land back from the Old Bog Witch and the Lady of the Woods.
In the depths of the eastern swamps (near the border with the Bayukmen), it’s said that one can encounter the Lady of the Woods, a powerful witch. The truth behind her is unknown, some claiming she is a powerful fey, and others saying her nature is much more ancient and evil than what’s believed. What’s known, however, is that some peasants do wander in the swamps in search of the Lady of the Woods, offering her sacrifices.
== Demographics ==
=== Humans ===
The Land of the Windmills is mostly populated by humans. The people towards the west are closer to the Waldemarians, while the rest are closer to Felovik and the Laurentian Strongholds (since those nations are mainly populated by Windmillers). A part of Yaregor’s population hails from Zapalovah. Bayukmen can often be spotted on the easternmost swamps and bogs, although they only cross it when necessary. 
=== Non-Humans ===
Apart from humans, there are small pockets of troll and goblin populations, the latter making their homes in large cave systems. Manskin Ogres can also be found in the Land of the Windmills, mostly near the hilly south. Even though they maintained peaceful relations with humans, although Hubert Velen –the Colossa leader- has begun a campaign of oppression upon the Ogres, just as he did with the Fairies of the Fairy Woods, some even making their way to the Land of the Windmills. Wisplings, which are usually native to the Platanus Bog, have been spotted in the eastern swamps at times.
== Foreign Relations ==
The Land of the Windmills has (almost) always been a land of contention for its neighbors. 
=== Zapalovach ===
Zapalovach exerts influence mainly through the city of Yaregor and by funding some Windmillers against the Vzdoruye.
=== Mossovoy ===
Even though the necromancers of Mossovoy seldom roam the Land of the Windmills, many of their leftover undead terrorize the local populace, making travel hazardous. 
=== Laurentian Knights ===
Laurentian Knights are a common sight in this land, some hailing from there themselves, although their intentions are not always pure and benevolent.
=== Waldemaria ===
Relations between the Windmillers and the Westerlings are relatively good, since the latter founded many cities in the Land of the Windmills, and were common trade partners until the establishment of Mossovoy. Thanks to that, their people are sympathetic towards each other, with many Windmillers joining the Laurentian Knights to protect their neighbors’ lands against the Vzdoruye. 
=== Bayukmen ===
The Bayukmen have historically wandered the eastern swamps of the Land of the Windmills, and although that province is not considered part of the Bayukmen’s Kingdom, it’s said that the reason for these incursions is the presence of the Lady of the Woods, and by patrolling these swamps they are able to halt her influence from spreading to their own lands.
Category:Geographic location
Category:Giantstep