ˈzʊgŋɝdɑz
Government: Anarchy
Population: Varied (But containing an unusually high quantity of tieflings, gnolls, harpies, ogres, and other monstrous races)
Amongst all the lands to be found within the world of Adetrom, Xugngerdaz is undoubtedly the most mysterious. The region is scorched and ravaged, barren and debased, with echoes of its past jutting out from the weeping sands and rusty junkyards. Monstrosities lie in wait beneath Xugngerdaz’s demented cliffs and enshrouded mires, and the land’s climate is burdened by exigent curse. Xugngerdaz has no surviving history, written or oral, and no amount of archeological excavation can dredge up even the slightest documentation regarding the circumstances of the region’s defilement. In spite of that, there are clear indicators of an ancient past hidden within the labyrinthian ruins, mechanical leviathans, and broken structures buried deep beneath Xugngerdaz’s desolate deserts. The gods, for their part, remain silent on the matter.

Although the region of Xugngerdaz has no laws, enforcement, or sovereignty to corral its inhabitants into a collective civilization, the wasteland has still developed communities that each function as a mature, albeit crude, society. A handful of cities and towns dot the scarred landscape, providing safe havens for those looking to escape the apocalyptic squalor of the wild, wild wastes. Outside of these small strongholds of civilization, however, the only authorities are five, warring clans: the Pack Raveners, the Scrappers, the Decadent Scales, the Crimson Crest, and the Coven of Yaldabaoth. The five clans each operate on their respective turf, all of them claiming to hold authority over the entire region of Xugngerdaz. As the most powerful forces in the nation, and candidates to become its sole sovereignties, the clans are constantly maneuvering to defeat their opposition, all the while scheming to obtain the fabled Crown of Xugngerdaz. Legends and superstitions started by the now missing Grand Hunter tell of the Crown’s immense importance as a long-forgotten artifact, lost amidst the shifting sands and ruined wastes. Whoever holds the Crown, it is foretold, will lead Xugngerdaz into a new age.
Most other nations treat Xugngerdaz with a measure of both disdain and curiosity. Although many attempts have been made to properly colonize the region, ultimately such endeavors have proved to be far more trouble than they are worth. Instead, the other regions now primarily use Xugngerdaz as a dumping ground for their undesirables. Surplus criminals from other countries—the kinds too dangerous to be kept within the confines of a prison—are sent by ship to wander the wastes, as are exiles, vagrants, and other such unwanted folk. Other inhabitants are more fortunate, wandering into the region by choice in search of virtue, enlightenment, or most often, treasure. Glittering gemstones and powerful, arcane relics can occasionally be looted from Xugngerdaz’s condemned ruins. Amidst the mounds of rubbish dumped by the kobold population of Aurigixir, there lie the forgotten remains of ancient and profane machines, some ravaged and unsalvageable, but others still operable, biding their time below heaps of detritus for a lucky (or unlucky) wanderer to stumble upon. Lost technologies, boons, and artifacts draw in adventurers with gainful promises, but few who dare trespass upon these accursed lands make it out intact.